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EIDDS.COM 

... „d™.rk Ol Eido. te^dvd. Eidos, Eidds I"”™;'' ll',''' 7*T™ W.”" Wdc„, 


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or call 1-800-77V3772 
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Death can strike anyone. 

For the right price. 


You never know when death will come — unless you make a few special 
arrangements. Because once the Hitman takes your assignment, someone 
takes a bullet. It’s not a righteous way of life, but we all have to make a living. 
Even if it means making a killing. 

• Plan your assignment to account for multiple completion paths to each mission. 

• Access black market weapons, decoys, traps, and personnel from an innovative 
currency reward system. 

• Artificial intelligence that redefines the genre of the "Thinking Shooter". 

• Learn how to become a more proficient hitman through a comprehensive 
weapons and agility training session. 

• Gripping and mature plot driven by stunning cinematic visuals. 



CODENRME HT 




MECCARYNS 

A high-tech and crafty race who 
rule the sky with ingenius military 
formations, awesome fire power 
and the ability to contruct a 
massive land base. 


A huge ferocious beast capable of 
performing wrestling style moves on 
poor victims his size, sending 
out attacking offspring or pounding, 
crunching and munching pretty 
much anything in his way. 






T hree of the most remarkable 
and unique species ever pitted 
against each other on a 
computer screen collide to form 
Giants: Citizen Kabuto" 
combining action, strategic thinking, 
twisted humor and incredible 3D 
graphics for the most frenzied single 
and multiplayer battle ever staged! 

• Eat, burn, drown, crush, kidnap and bury 
your victims! 

• Play as each of 3 different species; the 
Meccaryns, the Sea Reapers and the Giant 
Kabuto in intriguing story-driven single 
player missions with multiple cut scenes. 

• Battle on over 25 strikingly beautiful 3D 
islands utilizing a vibrant color scheme 
unlike anything ever seen before. 

• Multiplayer mayhem! Choose your 
favorite species or divide up teams for 
cooperative play and let the frenzied 
battle begin with up to 8 people via LAN, 
modem-to-modem or TCP/IP. 

• Choose from 1“ or 3'' person perspectives 
in addition to the revolutionary "Kabuto 
Mouth-Cam" and “Foot Crunch". 

• “Smarties” (island natives) work as a source 
of power-ups for you by providing weapons, 
vehicles, shops, spells and even a big base! 

o’U’w.interplaY.com/giants 


SEA REAPERS 

A species of lovely, ethereal females who 
can decimate enemies with the cast of 
a spelt or construct a magical base 
protected by fearsome creatures and 
yet still retain their vixen charm. 





Often using nightmares to 
weaken and corrupt those 
who can best serve his dork 
purposes, Diablo employs 
illusion ond fear as his 
greatest weapons in the 
tireless battle against Order. 


© 2000 Srinunt Enlertomnienl. All righh resened. Diablo ond Bliuoid bileiloinineiil oie trodemorics or legislefed 
Irodemoilu of Hovos Inlemctive, lftL,Qnd/or ilsvdiolV owned subuliarin in (be Ui. ond/or olfier countries. 





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BAUWR'SG/nE I: SHADOWS OF AMN: Divatoped anl QZOOO SioWm Corp- AS RWrti Ranryad. BafeSr't Sate, Shadorn M 
Ann, Waa ol On Sword Coast, Fcrsottan Reakn, On ForgotUn Raaku ton Advancad Oaagaao ft DragoBs, tm ADftO ton 
and On TSR toga are trademarks owned by Vtttards nt the Coast, tot, and atm used by btarplay mkr IcaBso. AS Msbu 
Reserved. BtoWare aod the BtoWsre boo are the trademarks ol Btoware Carp. AS Riglits Reserved. Back Isto Stodtos and the 
Black Ilia Studos logo are trademarks ol Interplay Entartataraani Corp. AS Rigbis Resarved. Exctostvaly ieansad and 
disirllniled by Interplay EnterlainmonI Carp, AH olhar trademarks and copyrights are preperty of tbrir respective owners. 


^an love survive the struggle between good and evil? This is one 
of the questions you'll confront in Baldur's Gate II: Shadows of 
Amn. Immerse yourself in a world of intrigue, adventure and 
combat where the line between friend and foe Is defined only by 
instinct and a quick blade. You may discover why some vows are 
better left unspoken. 

A The ultimate multiplayer experience in the sequel to the 
Roleplaying Game of the Year. 

A Create a new character or import your Baldur’s Gate charaaer 
into Baldur's Gate II and continue the epic saga. 

^ Encounter hundreds of different types of monsters, thousands of 
NPCs and over 130 new spells in a huge and intricate world. 

New races and character kits such as the Half-Ore, Beastmaster, 
Undead Hunter and Assassin add to an extensive array of 
character options. 

www.interpIay:com / bgate2 


,BlMl 








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"...one of the 
biggest RPGs ever] 

- ICN.PC 


From the Creator of 

WIZARDRY' V, VI, AND VII. 

D.W. BRADLEY 


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iiniaikiKjiliMIOaAmio, Iik^AII iigbls lusciwd. 


n ii.'yisliiiiD 
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Iho tblmss I 






RPu as Vast as Lagand 

In an enchanted medieval realm known 
as the Gael Serran, an evil Pharaoh has 
overcome a curse and returned to wreak havoc. 
Only the legendaiy Mavin Sword — 
a blade forged of twin metals, 
one cursed by evil, the other blessed 
by the divine — has the strength 
to bring his defeat. 

Can you uncover the mysteries of the 
Sword before terror reigns? 


Over 300 hours of gameplay with: 


• 45 diiierent environments ■ 3 o skills and 15 stats 
• 60 traits and 8 attributes • 10 races and 15 professions 
150 character and goo possible parfy combinations • 6 spell books and 1:40 spells 


I’lUKimderover 100 NPCs. Iiahleilf^o 
dilTci'cnt characters and creatures, 
wield weapons and cast 
a myriad of magic spell.s. 


Rtnhnrkon over loo quests, mini ipiests 
and advent II res in 'aoo lioiirsof 
giimeplay. Iialtlingin real lime 
and turn based combat, 






WingMan RumblePad 


— 


FOUGE 3D 


Force 

FCEOBHCk 


02000 Logitech. All rights reserved, Logilec^ the Logitech logo. WingMan. Force Feedtuckand the Logitech products 
referred to herein are lltner irademarkl or the regltteiied Iradeirsaiks at Logitech. WingMan Force 3D and WingMan 
Formula Force CPerthancedbyTouchSenseTedtnology licensed tiom Immersion Corporation. 


www.logitech.com 




WingMan Formula™ Force GP 


Your hand is hungry for something more. Not a joystick 
that just sits there while it does all the work. No, your 
hand wants a force feedback-infused machine that 
reacts to every jerk, crash and explosion of the game. 
The WingMan Force 3D Joystick. Your hand deserves it 


WingMan Force 3D 


CGMRUTER ^ - 

camimc CONTENTS 


WORLD 



FEHTUBES 




60 They Might Be 
Giants 


J ust when strategy games were getting 
as predictable as the plot of a porn 
flick, along come five new games, from 
five experienced designers, that haven't a 
single cliche among them. Get the word 
on the fresh gaming styles of BLACK & 
WHITE, DREAMLAND CHRONICLES, 
TROPICO, REPUBLIC, and SIGMA. 

80 Diahio II 


T he Devil made us do it. Really! How else can 
you explain this mammoth review and strat- 
egy feature on a repetitive, dated, absolutely un- 
3D game that we can't stop playing? Obviously, 
something right wicked is in the house. 


1 38 Strategy Designers Talk the 
Future of the Genre 

Strategy Games by Robert Coffey 

140 Fight, Fight Against the 
Dying of the Flight 

Simulations by Gordon Berg 

142 How a Couple of Gamers 
Created the Ultimate Mod 


Action Games by Thierry "Scooter" 



Nguyen 

48 

Tribes 2 

When TRIBES 2 goes to war, money's on that you 

144 

The Joy of Text 


can score. 


Homebrew Games by T. Byrl Baker 

54 

Call to Power 2 

CIVILIZATION gets a makeover, and — girl! — it's 

146 

Sports Gaming Makes an 


looking to get its groove back. 


Online Play 

Sports Games by George Jones 

56 

Rune 

A Norse is a Norse, of course, of course. 





Icgn.gimespsl.com • StPTlMBER 2000 


ESMPgrtB tRHIiE MRIB 




one small step for man... 

one screaming leap 
for racing 
games. 


Ill) 


BY GEOFF CRAMMONE 

Step into the virtual cockpit of the perfect simulation of th' 
Formula One Championship Season down to the last damps 
and anti-roll bar. It will not be easy. But it will be fast. Soreamin, 
fast. From Monaco to Silverstone, from rookie to ace, fror 
single player to 4-player speedfest, from checkered flag t 
champagne - GRAND PRIX 3 is the next step up for real racin 
fans. Your car is waiting. 

* 2000 Hisbro IntEriclivt Inc. Ail iiglits resen«il. Game CftdeS 2000 GeofI Crammoni} All iignis reserved. 
'An Ollicial Product ol Ibe lM6 FIA Formula One World Cnampionstiip licensed by Formula DneAdminrstialion 

rORMULAI 

WORI.P 


/ffcD-RDI^ 

iryHijm ''N — 




jlMi 


BUNGIE takes the MICROSOFT PLUNGE, CROATS 
CRAFT SERIOOS SAM, TIPPECANOE AND TF2, AND 
MR. SNEAKY GRABS A PEEKV AT GAMING'S DIRTY 
LAOHDRY. 


E 


2 






Shogun: Total War 
MDK2 

Combat Mission 
Ground Control 
Vampire: The Masquerade 
Klingon Academy 


Evolva 112 

Earth 2150 114 

PGA Championship 

Golf 2000 lie 

EverQuest; Kunark 118 

The Operational Art of War 120 
Test Drive: Le Mans 120 

Flying Heroes 120 

Army Men: Air Tactics 122 

Army Men; World at War 122 

Lemmings Revolution 122 

SlmCity 3000 Unlimited 122 


GAMER'S EDGE 


136 CG Tips 

COUNTER-STRIKE, FLYING HERDS, 
MDK 2, EARTH 2150, AND MORE 




124 

HAHDWARE 

124 

Saving Your World 

A hard-drive partition backup will spare you 
future pain. 

128 

Under the Hood 

How much 3D is enough? 

130 

Tech Medics 

Our get-fixed-quick scheme. 

132 

Killer Rigs 

Build a gaming beast. 

134 

Hardware Reviews 

Microsoft IntelliMouse Optical 

HP CD'Writer Plus 9310i 

Logitech Wingman USB Hub 



THE USUALS 


23 George Jones 

What’s Black & While and read all over? 

27 Letters 

Like email, but on paper. 

150 Index of Advertisers 

The phrase that pays. 

152 Greenspeak 

Big Daddy lays down the law. 


• SEPTEMBER 2000 


CaMPUTEA ERMINE WORLD 










Realisf/c J-D environments, 
day and missions and 
■^r^^ine^f‘ 5 ight bring the 


Battle as the elite JDA 
or as the ragtag 
revolutionary Sprawlers 
in 20 challenging . 
single-player v' 
miss/ons. 


Utilize powerful, simple 
controls, including a squad 
and building manager, smart 
targeting and behavior commands. 


ASSAULT THE HILL BY 
COMMANDEERING A 
* TANK BRIGADE. 


Dominate the Internet with 
intense multiplayer action, 
including King of the Hill 
and cooperative play. 




www.activision.com 


AcItVisioH, 






IP L AYl 


■ WOW.netl 


TAKE DEFENSIVE 
Ag-jgN T tf rIls cje 
y^Atroops. 


Aclimon is o rtgrsiireii imiemark ai\d Dark Reig/i is s ImdtmiiX ofAclmsien, lot. H IS^l-iOOO 
Acti'jistBa, Inc. ;iOngA£siK«ned. nw ramgs inn rsc frixjfffliv.t: of the Inieittciiit Digital Sotimit 
Assaciatton. AU otAfr nsifeniariis or mOe names ore rfw properties of (Aeir resperiire O'jmers. 


THE BATTLEFIELD OF THE FUTURE 





mu 







^REVOLU TION 
■aa IN A— 

WORLD of MAGIC 


Uanger awaits, hardy traveler, 

in the turbulent lands of Arcanum! 
Prepare potion or pistol, for armament is 
a must! Encounter more than 500 
friends and fiends of the oddest sort on 
dozens of quests and campaig^ns. 
Travel alone through this massive realm. 


Appleby Steam 1200 


Visit wmv.esrb.org 
or call 1-800-771-3772 
for more info. 


or invite companions to join you online. 
And for those with discriminating taste, 
we sport the most advanced^ 
role-playing system ever 
created in this or any 
other reality. 


Choose dueling or discourse 
to carry the day in this epic 
tale. Many means exist to 
solve the dozens td quests 
found throughout this 
massive land. 


Rewards await heroes and 
villains of hardy caliber and 
constitution! Earn Fate 
Points and enhance your 
Reputation among the 
denizens of 


Create your own online 
campaigns with the 
Arcanum World Editor, a 
robust tool designed for the 


www.aroanuml .com 






Grimoire 


& Gaslight 


Discover the mysteries 
of magic and tecdmology! 
Delve into dark caverns 
or prowl the squalid 
city streets to unearth 
the secrets of this 
tortured age. 






iMATTELl 


IffiTTlC 

I lURDARIAKXAt^C 


Ruins OF map) DRAnDciR 


New character classes 
and races; Sorcerer, Barbarian 
and Half-ore. 





The Legacy Continues t^k^the 


EDITlOn 


i^ufos OF cngcL) t)RAOPOR 


OUNGEeNS^ 




■ r.c-Atit 








THE COURAGE OE,. LEGEND S ' IS 


©2000 The 3DO Company. All Rtghls Reserved. 3DO. Legends of Might and Magic, Might and Magic, New Worid Computing, and their respective logos, are trademarte 
Interactive Inc. Creative, Environmental Audio, and their respective lo^s, are trademarks or registered trademarks of Creative Technology LTD. in.the 




Measured by the Evilthey free 


Now, for the first time, you can summon allies over 
the Internet as you prepare for the ultimate battle. 
Face sinister monsters, devious traps and cunning 
enemies. The power is in your hands, the 
outcome is uncertain. Do you have what it takes 
to become a Legend? 


New 3D gaming worlds powered by 

the advanced LithTech'" gaming technology. 

• 

Six new characters ready for battle with 
different skills, spells and advantages. 

Customize your character with scores 
of armor, weapons and abilities. 

Richly detailed single player campaign and story. 

Cooperative and Deathmatch 
multi-player action over the Internet. 


wvy.w.mightandmagic.com 


for service mailtsofThe 3DO Company in (lie U.S. and other.countries. Sdfx Interactive Inc. is ©2000. TTie Sdjxjnlefective logo is a registered trademark of 3dfx 
>.ancE/or other countries. M other trademarks belong to their respective owners. New World Computing is a division of The 3DO Company. 





^ IvyEXSXj^ 

[^OCs)Cr)CS 


Satisfy your craving for dlrt-bike action, head-numbing crashes and outrageous 
stunts on over 40 tracks in 6 events including Stunt Quarry, Nationals, Baja, Enduro, 
Supercross and Multi-player Tag, and get that blood of yours pumping. Download the 
free trial version of Motocross Madness 2 at www.microsoft.com/games/motocross2 


□ 


Microsoft 


O 2000 Microsoft Corporation. Al! rights teservsd. Microsoft ond Motocross Madness 2 ore either registered trademarks or trademarks of Microsoft Corporation in the U.S, and/or other countries. 
YAMAHA Iso registered trodemork and is used with permissienofYarrtaho Motor Co., ltd. HONDA9, the Wing® logo, CR®, XR^ond the distinctive likenesses of its motorcycles ore owned by HONDA 
MOTOR CO., ITO. and licensed by AMERICAN HONDA MOTOR CO,, INC. in the U.S. The KTMTrodemarks ore used by Microsoft with express written permission of KTM Sportmotorcycle USA. Inc. 








EDITORIAL 


12 Hours Later 

A s a general rule, unless the pay-off is a tropical beach 
and brightly-colored drinks, or week upon week of 
free time, 12-hour trips suck. But somewhere over 
Nova Scotia, the appropriateness of travelling 6,500 miles to 
England to see BLACK AND WHITE struck me. After all, a short, 
traffic-filled, one-hour drive from San Francisco to San Jose 
would have seemed, well, too easy a journey. 1 was on my way 
to becoming the first person in the world to actually play the 
feature-complete version of what could be one of the most 
important games in the history of PC gaming. 

As journalists, we speak in strong words 
quite frequently. It’s part of the job. But prag- 
matically speaking. BLACK AND WHITE repre- 
sents a significant, much-needed shift. Up until 
now, games have come in two flavors; linear, 
puzzle-solving affairs that force you to move 
along at a pre-determined pace; or the much 
less popular, wide-open, creation-oriented 
experience like THE SIMS. BLACK AND WHITE 
melds the two together. 

For the most part, even at their finest, games 
still are held to the movie paradigm. Motion pic- 

W'Up until now, games have come in 
two flavors: linear, puzzle-solving affairs 
that force you to move along at a pre- 
determined pace; or the much less popular 
wide-open, creation-oriented experience 
like THE SIMS. BLACK AND lAlHlTE melds the 
two together. 


tures (and books) represent the most linear plot possible. 
Excepting movies like Go and due, and the Choose Youi Own 
Adventure books, the stories in these genres have only a single 
way for the hero to win, or for the story to finish: the director's 
or writer's way. 

Too many computer games stick to this paradigm. I’m sure it's 
much, much easier to develop games that feature solutions that 
can only be solved via liighiy specific methods. 

But PC games are capable of so much more. My hope is that 
BLACK AND WHITE represents the inevitable shift, be it in 
single-player or online, toward PC games that place you in the 
middle of a giant sandbox with loosely defined rules— and still 
manage to tell you a moving story. Isn’t that the true meaning of 
interactive entertainment? 

I'm curious to hear your opinion. Do you think games need to 
make this shift? Sound off at georgeJones@ziffdavis.com. B3!J 





:om • SEPTEMBER 200D 


couphtei simiig horib 






Visit www.esfb.crg 
or call 1-800-771-3772 
for more info. 


flERRA 


* A COMPANY 

2000 Slofra On-Line, Inc. Dynamix is a regislorad tradematk ol Dynamix, Inc. 
Tnbes. Sierra Sljdios, Sierra and the 'S' Logo are trademarks ot Sierra On-Line, li 


All righls reserved. 




Tfie Tale is Lepeijdarii. Tlje Stori) is VoDrs. 

Immerse yourself in the legendary 
World of Darkness^and build your own 
tales of Korror. Tben join thousands 
of Vampire : The Masquerade® players 
online, sharing and hosting the 
twisted adventures you have created, 
o Let the feeding frenzy begin... 



"Pic^ if [ip as sooii as passible — pab’ll fiaile fje fiipe a/ pabp Upli/e." 


— Incite 



Relive the pen— and— paper role— playing Manipulate your World of Darkness Customize a character of your own 

experience with the revolutionary using real-time commands, including and join in other players' adventures 

Storyteller system, creating and adding monsters, controlling NPCs through WON. net's free 

hosting your own online adventures. and triggering events. matchmaking service. 


*aiVisioM. 







JAMES D. DUNMNG, JR. 


PBttlDENT, C0N8UWI 


JAMES J. SPANFELLER 


AL PERLMAN 
:mcitTivt vict PHemit 


tP tPITORHL PI 


MICHAEL J. MILLER [EOITOR'INCHIEF, PC MAGAZINE) 

iKteunvt VICE pRiuptNi «wp puaugHiNo piwtcioR 

SCOTT CRYSTAL [CONSUMER MAGAZINE GROUP) 

■ Xicimvt VICE PBtllDEWI i»NP PUBUSMINO DIHtCTOB 

BILL FLATLEY [ZIFF DAVIS SMART BUSINESS FOR THE NEW ECONOMY) 
txteoTiyi Viet ppcsidint ahp pppusmino pibecior 


PETER LONGO [CONSUMER MAGAZINE GROUP) 


RITA BURKE (CORPORATE SALES) 
CHARLES MAST (CIRCULATION) 


JOHN DODGE [EDITOR. EWEEK) 

G. BARRY GOISON (EDfTOR-INOHIEF, YAHOOl INTERNET UFE) 

ROGER HERRMANN [PRODUCTION) 

HOWARD KAPUN (MARKETING. CONSUMER MAGAZINE GROUP) 
ERIC UiNOOUlST (EOrTORTNCHIER EWEEK) 

Bill UACHRONE (TECHNOLOGY) 

MICHAEL PERKOWSKI [MARKETING. CONSUMER MAGAZINE GROUP) 
ROBIN RASKIN (EDITOR-lIVCHIEF, FAMILYPC) 

SLOAN SEYMOUR (PUBUSHER. EWEEK) 

PAUL SOMERSON (EDITORIAL DIRECTOR, ZIFF DAVIS DEVELOPMENT] 
DALE STRANG [GAME GROUP) 

VINCENT STABILE [HUMAN RESOURCES) 


U'H.LM 


VICE PRESIDENT AND GENERAL MANAGER. MARK VAN NAME 
CHIEF TECHNOLOGY OFFICER, BILL CATCHINGS 


JAMES D. DUNNING, JR. 


TOM MCGRADE 

PBEtlOENT. CONtUMCR MAOMINC 


JAMES J. SPANFELLER 


a mo CEWEWL counsel 


CAROLYN SCHURR LEVIN 


KIM HOOVER 


EUZABETH ESTROFF 


COMPUTER GAMING WORLD (ISSN 0744€667| IS PUBUSHED MONTHLY 
BY ZIFF DAVIS MEDIA INC. COPYRIGHT CSOOO ZIFF DAVIS MEDIA INC. 
ALi RIGHTS RESERL^O. MATERIAL IN THIS PUBUCATION MAY NOT BE 
REPRODUCED IN ANY FORM WITHOUT PERMISSION. CONTACT ANYONE 
ON THIS MASTHEAD VIA E-MAIL USING FIRST NAME.LAST NAME@ZIFF- 
OAVlS.COM 



LETTERS 

Impossible Dream #409 

■ ■■ It’s about time online gaming look a big step into the real world. Here’s my proposal; 
If I want a pint of Ben & Jerry's and a Snapple, I could drag myself to the store or go to 
Kozmo.com and have it delivered, but where's the fun in that? instead, I want to dial up a 
local gaming server and challenge whoever's there to a 1 0-minute QUAKE III deathmatch. If 
they accept and I win, the server automatically places my drink ‘n’ ice cream order with 
Kozmo.com and splits the cost between my two opponents (whose credit cards are instantly 
charged). Less than an hour later, my order is delivered and all is right with the world. 

1 know my idea is rife with problems, but I don't care! 1 think it would be great if something 
like this existed. Please, bug all your game-design friends to get right on it. Or if not that, at 
least give my Sims the ability to order me a real pizza. 

Dominick Cancilla 


Sim-antics 

■ ■ ■ Your Top 40 readers 
poll in the August 2000 issue 
rated THE SIMS at #6 overall, 
and yet it fails to make the 
top 5 in the “Simulations" 
category. It finished 1 8 spots 
ahead of your #1 Simulation, 
MechWarrior 3. Am I missing 
something? Doesn't the word 
‘'sim" at the beginning of 
games such as “SimCity” and 
"SimCopter" stand for 
simulation? 

C. Atkins 

CGW defines simulations 
narrowly as vehicular simula- 
tions from a first-person per- 
spective. Many games with 
“Sim" in their title involve 
building and resource man- 
agement, which we catego- 
rize as strategy games. With 
genre hybrids becoming 
more common, we've mini- 
mized the importance of 
these classifications, but 
they're still useful for com- 
paring similar games. 

Another Doom Idea 

■ ■■What the hell is id 
thinking? Sure, DOOM was a 
great game...five or six years 
ago. If id gave DOOM a new 


engine and re-sold it, it would 
be worth crap. Seriously, 
what was the point in 
DOOM? Collect four key- 
cards to unlock a door, then 
kill 40 more nightmare crea- 
tures from hell. That’s just 
plain lame. 1 don't know how 
many times I've played a 
game with no point to drive 
you through it. Id better give 
the next DOOM some new 
elements (especially the abili- 
ty to jump and maybe some 
RPG elements).. .then it 
might be worth your 50 
bucks. 

Daniel Portin 

Greenspeaks 
the Truth 

■ ■ ■ Jeff Green's June 
Greenspeak was right on. 
Blizzard truly is one of the 
best gaming companies out 
there, confirmed by my pur- 
chase of DIABLO 2 recently. 
But I think I know why game 
companies don't carry out 
conversations like those in 
Jeff's column...some of them 
have big egos. Really big 
egos. 

Unmeel Banerjea 


Role-Playing Rant 

■ ■■VAMPIRE:THE 
MASQUERADE) Another fantas- 
tic-looking piece of crap. 

Once again, a great license 
and a possibility to be some- 
thing more than TOMB RAIDER, 
But no, they apparently spent 
their budget on graphics and an 
unwieldy combat system. 

There's no story, appalling voice 
acting, cut-scenes are as bad 
as most console ports: two 
faces looking at each other 
while their lips move. Stupid 
NPC artificial intelligence that 
never lets you forget that they're 
expendable, 

BORING- 

An RPG is NOTHING with- 
out a good story. So what 
makes a good story? A good 
villain? No. Several good vil- 
lains. Role-playing means decid- 
ing how to react to a variety of 
different circumstances, so con- 
flicts need that variety. A good 
story has a beginning, a middle, 
and an end, and progresses 
through them without using a 
leash. A good RPG is so 
engrossing, so interesting, so 
FUN that you can forget who 
you are to the point where you 
find yourself reacting not how 
you would, but how that guy in 
the cool pixels would. The best 
RPG is when you don’t even 
notice yourself reacting. 

You want profits? Put the 
time and effort into a well-craft- 
ed tale, with all these compo- 
nents designed to make you 
invest your life into the story, 
and they will come! 

John Talcott 


Write to us at: 
CgwIetters@ziffdavis.coin 
For help with subscriptions: 
Cgw@neodata.com 


DEPT OF CORRECTIONS 

In our July list of the Top 1 0 Mac Games (pg 1 1 6), we 
incorrectly referred to CALL TO POWER as “SID MEIER'S 
CIVILIZATION: CALL TO POWER." Oops. CTP isn't a Sid 
Meier game (although some wags may argue it’s surely a 
Sid design...). Sorry, Firaxis. 

in our August review of X-PLANE, we incorrectly identified 
an X-1 in a screenshot as an X-1 5. As Clint Webb and oth- 
ers pointed out, the little X-1 flown by Chuck Yeager when 
he cracked the sound-barrier doesn't look much like the 
black, swept-wing, rocket-powered beasts that went to 
Mach 5. We stand corrected. 


• SEPKMBEII 2(100 


COMPITER BRUINS NOBID 



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Microsoft Bags 
Bungie 



SEPTEMBER 2000 


Mac gamers 
crushed, while 
PC gamers 
await word on 
Halo’s platform 
preference 


■ ■ ■ It was a jump rather 
than a push for Bungie 
Software. On June 19th, 
Bungie agreed to be pur- 
chased by Microsoft. Bungie 
was not in financial distress, 
but rather saw this acquisition as a good opportunity, according to Peter 
Tamte, executive VP of Bungie, who talked to CGW about the deal. 

"Why sell?" Tamte said. "For the opportunity to play a key role in the 
launch of the X-Box. And by that, I mean that a lot of companies had 
approached Bungie about buying us for more money than Microsoft 
offered. But none of these other potential buyers offered us two 
important things that Microsoft did. First, Microsoft is allowing 
Bungie to maintain its independence as a development studio 
and retain our Bungie values." Tamte elaborated on the val- 
ues, saying that they "like to create new technologies 
because it allows us to create far more original games. We 
want the gamers to have a new experience when they 
play a Bungie game." 

The other important element in the deal according to 
Tamte is that Bungie is getting to be a key developer for the X-Box. "We're 
jazzed up by the X-Box. We're really excited by the opportunity that 
Microsoft has given us to be a leading developer for it." 

As part of the sale, Take 2 — which had owned 19.9 percent of Bungie — 
received some cash, the rights to all the MYTH games, the rights to ONI 
(which looks like a Fall release, according to Tamte), and the rights to create 
two games using the HALO engine, Microsoft gets the exclusive rights to 
HALO and the rest of Bungle's catalog, including MARATHON. Bungie will 
relocate to Redmond as part of the deal, but will still maintain and operate 
Bungie.net, They anticipate that HALO, one of the star games of E3, will be 




featured on Bungie.net, 

While the deal makes sense for both parties — it gives Bungle a financial safety net 
while still allowing them creative freedom, and it gives Microsoft a star developer for the 
X-Box— it does raise some questions. Is this the future of all independent development 
companies, finding a buyer? And what about support for Macintosh games? 

Gathering of Developer’s Mike Wilson thinks that “the industry is reaching a point 
where being an ‘independent’ as a publisher makes little or no sense, unless broadband 
distribution changes things the way the music industry has changed. There are still 
good reasons for the artists to remain independent, but it's a hard road and most are not 
cut out for it. Independent artists are the heart and soul of every entertainment industry, 
and they are responsible for virtually all real innovation in the media arts." 

As for the $64,000 question; For which platforms will HALO be available? Mac fans 
should be comforted by Tamte’s remarks. “A decision has not been made, but if we do a 
PC version, we’ll do a Mac version too." While that may ease the worries of Mac fans 
somewhat, maybe it’s PC fans who should be concerned. If you want to see a PC and 
Mac version of HALO, fans have started a petition at www.game-over.net/halo/. 

—Mark Asher 


The GOOD... 

WARGAMES 

RESURGENT? 

Two new wargames have caught 
fire recently, 

SHOGUN and 
COMBAT 
MISSION, 
both of 
which are 
finally giving 
wargamers 
realistic 
combat 

experiences in 3D (see the reviews 
this month). SHOGUN debuted at #4 
in the sales charts in the U.S., and 
#1 in Great Britain. COMBAT 
Mission sold out in less than a 
week, and it was only available 
online. Here's hoping this success 
augurs better times ahead for the 
neglected wargamer. 




hotcbke of the Month 


Aliens Hungry for More 


■ ■ ■ Fox Interactive confirmed months of 
rumors with their recent announcement that 
Monolith is working on a sequel to ALIENS VS. 
PREDATOR. The sequel is optimistically slated 
for a Iate-2001 release, and will use the latest 
and greatest, best and brightest version of 
Monolith’s LithTech 2.0 engine. Though the 
game is in the earliest stages of development, 
we were excited to hear the designers' plans 
for the game: a better sense of pacing, mote 
atmosphere (with a focus on scaring play- 
ers), both brightly-lit and dark environments, 
and a much greater level of detaO. If the 
detail we saw in some early character mod- 
els is any indication of the final game, it 
should be incredible— with different charac- 
ter types readily recognizable at a distance, 
thanks to 3D-modeled attachments like 
gloves, ammo clips, and belts on Marines; 
and an articulated (and most likely function- 
al) targeting laser on the Predator. We don’t 
want to sound like hypesters, but this could be 
the big breakout hit Monolith has been hoping 
for. — Robert Coffey 


Tchotch ke (choch'ke). Slang, from Yiddish: a cheap, showy trinket. 



\ las, one of the creepiest monsters in ait of science fic- 
tion— the 4//enfece-hugger— has been reduced to a 
lowly Beanie Baby. What's next, alien queen pinatas? 
lA/e're debating whether to gouge some collector on E-Bay, 
it to wipe the lacquer out of our coffee mugs, 
save it from such fates, tell us in 100 words or less 
soft, cuddly fece-hugger and we'll 
one lucky winner, while exposing your 
closet Beanie Baby obsession by putting your 
plea in Letters, cgwletters@ziffdavis.com. No 
office visits by costumed alien queens, 
please. (That means you, Jeff.) 


The BAD... 

LICENSED GAMES 

Why spend a lot of money trying to 
make a killer game when you can 
spend fifty grand on a movie license 
and move mountains of mediocre- 
ware at WalMart? That's the ques- 
tion a lot of 
suits must 
be asking, 
because the 
list of 
licensed 
games 
keeps 
growing: 

BLAIR 

WITCH, PLANET OF THE APES, OBI- 
WAN, SOLDIER, EVIL DEAD, and now 
HIGHLANDER. As if all the other 
movie-based games didn't suck 
enough... 

and the UGLY 

DIRTY 
LAUN- 
DRY 

For the 
ugliest sto- 
ries in the 
gaming biz, 
check out 
the rumors 
and mud- 
slinging going on atfatbabies.com. 
Recent stories tell of mismanage- 
ment and incompetence at EA and 
German magazine publisher 
Computec Media. The gory details 
are enough to make any bigwig 
blanch— Bitch X would be proud. 




cgM.gineifal.cDm • SIPILMBIR tODD 


COMPUTER GRMIN6 WORLD 


33 





Jread.me 


FIRST-DAY SALES OF OiABLO IIWERE OVER 200,000 UNITSWORLDWIDE.ACCORDINGTO BLIZZARD. 
NftWfi 0 N OtSB $60F0flTHE STANDARD AND COLLECTOR'S EDITION, GROSS 

IlSftQ IIVISVIM REVENUEWASOVEaSlOMILLION-MORElNLINEWITHAMOVIEPREMIERETHANAPCGAME, 


Can You Not See That I Am Serious?! 


Croatia is the birthplace of Serious Sam, the new darling of shooters 



legitimizing O.D.L CEO 
Mike Wilson hopes to 
shape O.D.L as a sort of 
"farm system” for up- 
and-coming developers, 
a minor league where 
they can put out smaller, 
shorter, but fun-packed 
games before moving 
on, as Wilson puts it, “to 
creating their three- 
year RPG." 

It’s a gaming Cinderella 
story, where simple fun is 
the champion. As 
Levelord observes, “It's 
very cool that the team is from Croatia. Here we are, with 
all our mounds of money and power tools— and WHAM! — 
along comes this terrific shooter from a country we 
thought was still in the demise of civil and economic 
unrest. Fantastic job, Croteam!" 


■ ■■The heir to DOOM might just be from Croatia. That’s 
where a handful of guys have spent the last few years 
programming a surprisingly good shooter— in between 
stints in the Croatian army. 

When Croteam released its SERIOUS SAM Technology 
Test, they had modest expectations. “We hoped people 
would like it. The reaction caught us unprepared,” says 
Roman Ribaric, CEO of Croteam. What was initially "one 
interview on GA-Source and a couple of posts on 
BluesNews and VoodooExtreme” became two weeks of 
nonstop press interviews and online posts raving about 
the game. 

How did this little tech test attract so many people? 
Richard “levelord" Gray over at Ritual thinks "it’s the 
essence of the genre, an essence that seems to have been 
lost amongst all the technology and hype of today's 
games. It's simple and pure; it’s efficient elegance in the 
first-person shooter arena. It 
reminds me of the original 
DOOM.” Cliff Bleszinski at Epic 
says, "It’s fun stuff, no doubt! 

There's something beautiful 
about unloading a boomstick 
into a monster and watching 
the gun fly back as the mon- 
ster is knocked flat on its ass. 

These guys really get the issue 
of 'feel’ when it comes to gun- 
ning down monsters in an FPS. 

The demo has buzz because of 
this factor. It's just fun as hell 
to shoot things in this absurd 
title!" 

With the fame that it has 
garnered, publishers and 
licensees predictably took 
notice and started lining up. 

Winner of the SERIOUS SAM sweepstakes? Gathering of 
Developers and their new O.D.L (On-Deck Interactive) line 
of budget-priced games. While the technology and 
resources O.D.L can provide is great for Croteam, this 

move could be equally beneficial for G.O.D. by 


Reality Check 


NFS: Porsche Unleashed 

A 

A+ 

A 

A 


A 

A 

Starlancer 

B 

B 

B 

D-^ 

C 

C- 

* B- 

Messiah 

D 

B+ 

C 

C 

B- 

B- 

C+ 

Imoerium Galactica II 

B-^ 

B 

C 

C 

A 

* 

i B 

Tachyon: The Fringe _ 

C-i- 

A 

B 

C-t- 

B 

B 

■ B 

Star Treic Armada 

□ 

B- 

C 

C+ 

B 

B- 

C+ 

NASCAR 2QOO 

B 

B 

C 

C 

B 

B- 

B 

Gunship! 

C 

C- 

C 

C 

B- 

C- 

C 

Ka-52 Team Alligator 

C+ 

B- 

B 

c-*- 

C 

* 

C+ 

Risk II 

B+ 

C- 

A 

B 

A 

B 



NEED FOR 
SPEED: PORSCHE UNLEASHED, 
extending EA Sports' 
excellent track record with 
the series. There weren't any 
real bombs this month, but 
that may be due to the 
gaming press playing softball 
with games like MESSIAH. 
Reality Check welcomes 
Gamers.com to the spot 
previously occupied by PC 
Games, PC Accelerator, and 
Incite. Hope you have better 
luck. 


^ Indicates game has not been rated 


SEPTEMBER 2000 • cjw.g; 




CBUPUHR GAMINS WQHLB 





IfYOU GET BUSTED BYTHE SHERIFF'S DEPARTMENT IN MESQUITE, TX, GETAGUMPSEATTHE LITTLE SILVER PLATES ON THEIR SHOTGUNS BEFORE THEY TOSS 
YOU IN JAIL. YOU MIGHT READTHATTHEY WERE DONATED BY ID, TIRED OFCEHING PULLED OVER IN THEIR FERRARIS, 10 DONATED SSO.flOBTOTKE SHERIFFS 
OEPARTMENTAFEWYEARSAGO.ANDirSBEENSMOOTHSAfLINGEVERSINCE. . 


The Latest Heaping Pile of Rumors, Innuendo, and Gossip 



STEALTHMODE 


■ ■■ FinanciaDy troubled Eidos is up for sale, 
with EA rumored to be the new owner. Yes, the 
$30 million Eidos poured into Ion Storm didn't 
help, but the rumors of John Romero being 
fired are wrong {or at least premature), Rumor 
has it that Eidos did reject Romero’s idea for a 
massively 



1 

IV 








SUB SIM 
RESURFACES 
SILENT HUNTER II 
is under construe- 



MECHWALKER 4 Is Activision 
working on a game based on The 
Empire Strikes Backl 


people and 3 full teams, and they’re down 
to less than 30 people. 

Now that Sony has purchased 
EVERQUEST developer Verant 
Interactive, the circle is complete. 

Verant was spun off from Sony’s 989 
Studios during the development of 
EVERQUEST, and now with the smashing suc- 
cess of that game, Sony was all too happy to 
lock up Verant’s titles, including EVERQUEST 2, 
STAR WARS ONLINE, and some other unan- 
nounced projects. What this means is that 
these games are controlled by Sony now, so 
you can kiss any X-Box or Dolphin ports good- 
bye, Verant is going to produce another 
EVERQUEST expansion to tide fans over until 
EVERQUEST 2 is ready for primetime. 

Could Activision have grabbed a Star Wars 
license? All I know is, they’ve requested 
footage of The Empire Strikes Back. It’s possi- 
ble that LucasArts, which is focusing on 
making games based on Episode One and the 
next movie, have licensed out the rights to one 
or more of the older movies. 

Hasbro Interactive and Wizards of the Coast 
have reportedly signed a developer to do yet 
another online version of MAGIC: THE 



GATHERING. Players 
will be able to trade 
their virtual cards 
online, and if they tire 
of the online game, they will be able to 
swap their virtual card collection for a 
duplicate collection of real Magic cards. 
SILENT HUNTER 11 has resurfaced. Sim 
fans will recall that SH II is being 
designed to work in conjunction with 
SSI's DESTROYER COMMAND, so it makes 
sense that both would be developed by the 
same publisher, Ultimation. 

Bethesda’s sequel to DAGGERFALL, 
MORROWIND, will ship with a full-featured 
editor that allows players to create their own 
adventures. The RPG scene may eventually 
rival the shooter-mod community, with games 
like NEVERWINTER NIGHTS, DUNGEON SIEGE, 
and ARCANUM all coming with robust editors. 

A lot of gamers are pointing fingers at 
Irrational Games, blaming them for the demise 
of Looking Glass, Irrational, the creative force 
behind SYSTEM SHOCK 2, was working on a 
new game for Looking Glass and dropped that 
project to work on PS2 titles for Crave. This 
allowed Microsoft to back out of their contract 
with Looking Glass, which in turn led to 
Looking Glass’ financial problems. What never 
surfaced, however, is that Irrational was 
unhappy with the money they were getting 
from Looking Glass. That’s one of the chief rea- 
sons they looked elsewhere. 


From the trash heap of gaming his- 
tory we bring you... 

PRIDE ANO 
PREJUDICE: You 
are a young 
woman of the 
Regency 
Period. Your 
goal is to marry 
the best possi- 
ble match and 
avoid spinsterhood. One to six 
players, with each player having 
varied attributes — beauty, wit, 
grace, etc. You attend parties, 
spread gossip, and keep an eye out 
lor a wealthy bachelor. 

10 

September 1990 

Interplay scored a major licensing 
coup, securing the rights to the 
hottest literary property for gaming 
translation — J.R.R. Tolkien's Lord 
of the Rings. 

And they did a 
pretty decent 
job turning 
Tolkien's 
vision into 
three role- 
playing games. 

Now, with the 
film version of Lord of the Rings on 
the horizon, the time is right for yet 
another crack at a Tolkien game. 
Who's going to score the license? 
We've got our ears to the 
ground.... 

5 

September 1995 

It was one of those awkward tech- 
nological transition times in gam- 
ing. We were moving from DOS to 
Windows 95 and nothing seemed 




Coming Attractions; EA.COM 


Come September, gamers will get a glimpse of the 
enormous implications of the Electronic Arts-AOL deal 
sealed late last year. That's when EA's flagship online 
effort — ea.com — moves from beta-testing into the 
general public. 

How does AOL play in? Internet traffic, and tons of it, 
Upon launch, the America Online games channel, cur- 
rently one of the most populated gaming arenas on the 
Internet, will be run exclusively by EA. This channel will 


serve the same content available through the Internet, 
made AOL-friendiy. Expect an assortment of card and 
parlor games, featuring some brand-new titles, with 
more core-oriented online games making their debut 
later on this year. These will include unique, multiplayer, 
browser-based experiences using existing EA products, 
and some massively multiplayer efforts, including the 
mysterious-sounding MAJESTIC. Watch for more details 
next month. — George Jones 


to work right. 

The few true 
Wm95 games 
that were out 
were often 
slow and 
buggy, and get- 
ting ouf old 
DOS games to 
work in the new environment was 
a pain in the ass. Ugh. Good 
riddance. 



• SEfTEMBER 3000 


COMPUTER BAHIKE WORLD 





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THE CONSTANT THRASHING Of JOHN ROMERO’S DAIKATANA MUST BE ENOUGH TO MAKE HIM PUtUOUTTHOSE LUXURIOUS LOCKS.THE 
CURRENT TALLY AT GAMERS.COM fS 49 REVIEWS, ONLY THREE OFWHICH ARE POSITIVE. SEE KWV.GAM£flS.COM/405347GAMf,B£WflVS&9 


read.mej 


Superfly’s Johnson 

■ ■■The Laziest Men on Mars? No, no, no— more 
like the Geniuses of the Universe, for it took 
geniuses to find the glittering diamond hidden in 
the lump of coal that is DAIKATANA. The mysteri- 
ous Laziest Men pulled slabs of dialogue from the 
game, rearranged it, and set it all to a funky beat. 
The result? A tongue-in-cheek three-way sex romp 
between the game’s heroes that is easily the funni- 
est thing on this planet. Ever. We got headaches 
from laughing so hard. 

How will the cash-poor Hiro and Superfly pay 
Mikiko for that pizza delivery? Check out this 
month’s CD and hear the genius of the Laziest Men 
on Mars for yourself. — Eobeit Coffey 



( 3UCK /TPOmm ") 


CGini PROFILE 


IllllOn Onlinn Englishman behind X-CDM, MAGIC & MAYHEM, and the 
JUlldll UUIIUIJ upcoming DREAMM\ND CHRONICLES speaks 


Is THE DREAMLAND CHRONICLES: FREEDOM RIDGE inspired by X- 
COM? 

Yes, although DREAMLAND is just the latest development in the evo- 
lution of Mythos Games' strategy games, X-COM was itself inspired 
by our earlier titles such as LASER SQUAD and REBELSTAR. 

What is the coolest thing about DREAMLAND? 

There are so many cool things, but here's one. I get a lot of smug 
satisfaction blowing the head off an alien and playing soccer with 
it-passing from soldier to soldier-and still being able to meet the 
mission objectives, 

The pausable real-time combat in X-COM APOCALYPSE worked well. 
Why are you returning to turn-based combat with DREAMLAND? 

It is all to do with the feel of the game, DREAMLAND is set in a grim, 
post-apocalyptic future where the human race is struggling for sur- 
vival, With just a few soldiers, you have to succeed again and again 
in every tactical situation, The intimate, tense atmosphere of 
DREAMLAND can only be recreated with turn-based combat. 
Additionally, the 3D system is far more useable because the player 
can control characters from a third-person or first-person view, with- 
out losing control of the situation. 

I laughed out loud the first time I saw a cow being dissected by the 
aliens in X-COM. What were the aliens doing? 

That's a pretty good question, really. Cattle have been found 
strangely mutilated with various bits of the anatomy removed, such 
as the rectum [the aliens can have that part- MA\ or a tongue. 

Some have blamed the government, but really it is those bug-eyed 
aliens who were just trying to figure out which parts of the cow to 
eat. They obviously hadn't found a McDonalds. 

Ever seen a UFO? 

Yes, of course, but my memory was wiped after seeing it. 

Are there any aliens in X-COM or DREAMLAND inspired by your 
mother-in-law? 



Yes, the Ethereals.They turn up when least expected and they can 
read your mind. 

X-COM was responsible for more missing gaps in time than any 
aliens could ever hope for. What made it special? 

Difficult question. I think some of the random elements helped, 
coupled with the interaction between the strategic and tactical lev- 
els. We ended up with a game that I didn't know how to win-1 
didn't know which were the best strategies or tactics, even though 
I designed all the game's systems. That is what makes a good 
strategy game. 

Do you still work with your brother at Mythos? What's that like? 

I still work with Nick, and together we manage the company. Its okay 
these days— I am used to the humiliation of been bullied by a 
younger brother. 

Last question. How come there were no bathrooms in the X-COM 
bases? 

There are outdoor facilities. This does, of course, compromise the 
defenses of the base. 


cgw.gi 


im • StfTEMBEil EOOD 


COMPUTER GAMINE NBIIH 







The 19305 ain't what they used to be. 


Dogfight opponents online in cutthroat multiplay. 


America lies in pieces and air power is 


king. It's a shoot-or-get-shot-down world. 


You'll dogfight ruthless air pirates. 


Rescue saucy pinups. Dodge flak from 


dicey femmes fatales. And mix it up with 


Fly 11 tricked-out planes in 24, thrilling missions. 


other aces online. But remember, one thing 


stilt holds true— don’t get mad, get even. 


Customize your win^ with rockets, machine guns and more. 






II Wkw 1 




Jl ^ 


HPl 








iUg&ate ai^r registered 






mJBff f/h 

*r-.^^Hrr i/mU 




■ ■ ■ , j) MiwsO Holes... 

read.me ^hiiihhbbh 


VETEflA^ PC-GAMES EDITOR DENNY ATKIN HAS RESIGNED AS EDITOR-IN-CHIEF AT COmm GAMES MAGAZINE. 
ATKIN, FORMERIY OF CGIV AND COMPOTE, IS MOVING ONTO A HANDHELD PDA MAGAZINE, A PERFECT FIT FOR A 
GADGET FANATIC. 


Team Fortress 2 Update 

New TF1 .5 skins show where Valve is headed 


■ ■■With little news coming out of Valve about its higlily 
anticipated TF2— and with rumors circulating that the 
engine was once again being retooled— we asked Valve's 
senior software engineer, Yahn Bernier, to teil us where 
things are going. He didn't comment on the engine, but he 
did say ‘'TF2 will be a lot better looking than what we’ve 
shown up until now. We will have the ability to put players 
into a wider range of environments than what we've shown 
in the past. ” 

Those familiar with the project know that the goal of TF2 


is to create a sense of being part of a war through an 
extended campaign. Bernier says the scenarios are being 
built around that level of complexity. 

‘'TF2 will have both extended scenarios and single-map 
scenarios," he says. 'Tt will have multiple map 
campaigns/scenarios where the results of one are relevant 
in the next. [Our new! Valve Player Persistence (VPP) ... 
allows for more of the feel of a massively multiplayer RPG. " 

TF1.5 will be out later this summer to tide us over until 
TF2’s arrival next spring. 



The new character skins coming for TFI5 show off much higher polygon counts. Valve will be rolling out several new models at the end of summer, including female characters. 
These are the skins for the Medic, Heavy Weapons Guy, and the Soldier. 



No One Lives Forever 


■ ■ ■ Here's an idea whose time has come; a cheeky mix of Austin Powers and James Bond in 
a '60s-era spy thriller laced with bits of THIEF and HAIF-LIFE. Shaken, of course...not stirred. 

Under development at Monolith - 
creators of the critically acclaimed SHOGO 
-NO ONE LIVES FOREVER is the first game 

to boast the developer's new Lithtedr 2.0 ^ 

engine. As a result, NOLF boasts plenty of / 

technological advancements such as a 2 s 

reactive difficulty level that adjusts to your I.- f : 

playing style. 

The Lith engine can also support smooth Jp® ' •' 

transitions from indoor to outdoor environ- I '■ i 

ments. Monolith is exploiting this by setting I - 
the game in exotic locations all over the t- v'’'' 

world, from the Alps to the Carribean, 

Northern Africa, and outer space. Some of the scenes are pretty wild, as when the main character 
Cate Archer gets thrown out of a plane and has to kill a guy and take his parachute before 


Female protagonist Cate Areher ts as - 
hot as Felicity Shagwell from Austin 
Powers 2. Let's hope she’s as much 
fun to play with. 


NOLF's storyline serves up plenty of spy genre mainstays, including an international counter- 
terrorist group, UNITY, pitted against an international terrorist group, HARM; and a lead character 
who totes around a bevy of cool 'gadgets.' But at least the game won't be a run-of-the-mill 
shooter. The game's producer, Chris Miller, puts it this way; 'The game is very much a firsi- 
person-action-sirategy titie." Look for NOLF later this Fall . -WIlim O'Neal 




SEPIEMBER 2000 • 


COMPUTER 6AMIN6 WORIO 




read.me 


pipeline 


We know that game developers tend to use dartboards when determining release dates, so we 
broke out with even bigger dartboards for the Pipeline. Sometimes, we’ll nail the release down 
to the month; other times we'll give the developers some breathing room by using a general 
season. Also, we'll highlight some of the more notable releases and pass some preliminary 
judgement on them before the real reviews are written. Lastly, if you're a publisher, make sure 
you tell us where your darts have been hitting so that we're not completely blind, okay? Send 
notices to: cgwpipetine@zd,com 







DARK REIGN 1! , * 


ICEWIND DALE 


Ui 

Pandemic's ilARK 


Sure, It’s competing 


Q» 

M 

REION was a solid . . . 


against OlASLO 11, but 


ra 

cu 

- but underrated - 1 .... 


this is authentic, old- 

■ ' -v 

a» 

game. Now, they l// ^ ’ 


school BAD-, It's all 


* 

meld the proven ' 


about tactical combat 


s 

V 

design/playability with a new slick-looking 3D 

and dungeon-exploring. 


o 

w 

engine. Maybe more gamers will 

It'll give D&D fans a chance to explore the Spine Of The 

ee 

pay attention, and make up for A 

World, and feel like they’re in one of those RJt. . 


the lackluster sales of their A 

Salvatore novels. 

t 


previous titles. 









’ .L 


WfIRLORDS; 

BAHIEGRY 
The team behind 
the great 
WARLORDS games 
is behind this, 
but this isn't Warlords IV. tt’s an interesting 
little mix with elements of HEROES OF 
MIOHT & MADID, FANTASY 6ENERAL, and 
even DIABLO. Will it ail come together? jg 
We'll see. 



THEY SAY 

WE SAY 


THEYSAV 

WE SAY 

4x4 Evolution 0.0.0. 

Snrlnn 2001 

Summer 2001 

Loose Cannon Microsolt 

Winter 2000 

Winter 2000 

Aoe Of Empires il: The Connoerors MicrosDft 

Summer 2000 

Fall 2000 

Manic & Mayhem 2: The Art Of Manic Befhesda 

Sprinq 2001 

Snrina 2001 

Amartcan McDee's Alice EA 

Winter 2000 

Dec. 2000 

Max Pavne C.O.D. 

Winter 2000 

Februarv 2001 

Anachronox Eidas 

Summer 2000 

Sent. 2000 

MechCommander 2 Microsoft 

Sprinq 2001 

Summer 2001 

Arcanum Sierra 

Summer 2000 

Summer 2000 

MechWarrior 4 Microsoft 

Fall 2000 

Winter 2000 

B-17 Flvinn Fortress KasiirD 

Fail 2000 

Fall 2000 

Metal Gear Solid PC Microsolt 

Fail 2000 

Fall 2000 

BalduPs Date 11 Intsmlav 

Summer 2000 

Sept. 2000 

snsRirahMotor CKv Online EA 

Winter 2000 

7999 

Battle Isle; The Andosia War Blue Bvte 

October 2000 

October 2000 

Neuerwlnter Nlqhts Iniernlay 

April 2001 

Summer 2001 

Battle Of Britain Rowen 

Winter 2000 

Winter 2000 

No One Lives Forever Fox 

Winter 2000 

Dec. 2000 

> Battle Realms Crave 

Summer 2001 

Summer 2001 

Oni Diimiic 

Summer 2000 

Fall 2000 

Black & White EA 

Summer 2000 

Fall 2000 

Pool Of Radiance II SSi 

Winter 2000 

Winter 2000 

Blair Witch Prolectfsl 0.0.0. 

Winter 2000 

Sprinu 2001 

Praetorians Eidos 

Snrina 2001 

March 2001 

1 Civilization: Cali To Power 2 Activision 

Fall 2000 

October 2000 

Reach for the Stars Mattel 

Summer 2000 

Fall 2000 

Clive Barker’s Undvlnq EA 

Winter 2000 

Nov. 2000 

new Renublic: The Revolution Eidos 

Winter 2000 

Snrina 2D0i 

Close Combat: Uteh Beach Mattel 

Winter 2008 

Winter 2000 

Red Faction THD 

Snrinn 2001 

Snrina 2001 

Combat nioht Simulator 2 Miciosaft 

Winter 2000 

Winter 2000 

Return To Wolfensleln Activision 

November 2000 

Nov. 2000 

Comanche vs. Hokum Onnlm 

Sorino 2000 

Summer 2000 

iJidfietiW Rune B.O.D. 

Fall 2000 

Nov. 2000 

Command & Conouer: Red Alert 2 Westwood 

Winter 2000 

Nov. 2000 

Sanity Monolitb 

Summer 2000 

Fall 2000 

Command & Conquer: Reneqade Westwood 

Fail 2000 

Winter 2000 

NEW Sea Dons Baltiesda 

Winter 2000 

Winter 2000 

Commandos 2 Eidos 

Winter 2000 

Nov. 2000 

uiMom Settlers IV Blue Bvte 

November 2000 

Nov. 2000 

Conquest: Frontier Wars Miciosaft 

Fall 2000 

Fall 2000 

Sid Meier’s Civilization III Hasbro 

Summer 2001 

^11 2001 

Crimson Skies Microsoft 

Summer 2000 

Sent. 2000 

Sid Meier’s Dinosaur! Electrunic Arts 

Winter 2001 

Winter 2001 

Oastrover Command Mattel 

Winter 2000 

Winter 2000 

Slnma Microsolt 

Summer 2001 

Fall 2001 

Draoon's Lair 30 Blue Bvte 

Sorino 2001 

April 2001 

Silent Hunter II SSI 

Winter 2000 

Summer 2001 

1 Dreamland Chronicles: Freedom Ridae Betfiesda 

Snrina 2001 

Snrina 2001 

SimMars EA 

Fall 2000 

Snrina 2001 

Duke Nukem Forever 3D Realms 

Who Knows? 

Dec. 2000 

Simsvllle EA 

Snrina 2001 

Snrinq 2001 

flunaeon Sfeoe Microssit 

Fall 2000 

Fall 2000 

Sovereion Sony Online 

Fall 2000 

Winter 2000 

Echelon Betfiesda 

Winter 2000 

Winter 2000 

Squad Leader Hasbro 

Winter 2000 

Winter 2000 

Elder Scrolls: Morrowlnd Betfiesda 

Winter 2001 

Winter 2001 

•iJDflMM SUrTtak Otep SluctS: Thi F«1l<n 

Sent. 2000 

Sept 2000 

Emoire Earth Sierra 

Sorino 2001 

Summer 2001 

AfIMAiA Star Trek Vovaqer: Elite Force Activision 

Sent. 2000 

SenL 2000 

Escape From Monkev island LucasArts 

Fall 2000 

Winter 2000 

Startonia Eidos 

Winter 2000 

Nov. 2000 

Evil Dead: Hail To The ffino THQ 

Fall 2000 

Fall 2000 

Star Wars Eoisode 1: Obi-Wan LucasArts 

Fall 2000 

Winter 2000 

nvi II G4).D. 

Winter 2000 

Snrlnn 2001 

Sudden Strike COY 

Fall 2000 

Sent. 2000 

Freelancer Microsolt 

Winter 2000 

Snrina 2001 

Summoner THD 

Fall 2000 

Fall 2000 

Biants: Citizen Kabuto interDlav 

Winter 2000 

Winter 2000 

dnSRinWTeam Fortress 2 Sierra 

Summer 2000 

Fall 2001 

Halo Bunoie 

Winter 2000 

Januarv 2001 

The World Is Not Enouqh EA 

Fall 2000 

Fall 2000 

Harooon 4 Hasbro 

Winter 2000 

Winter 2000 

Throne Of Darkness Sierra 

Summer 2000 

Winter 2000 

Heavy Metal F.A.K.K. 2 G.O.D. 

Summer 2000 

Fall 2000 

Tribes 2 Sierra 

Summer 2000 

Fall 2000 

Hitman: Code 47 Eidos 

Summer 2000 

Sent 2000 

Tronlco G.0.0. 

Snrina 2001 

Snrina 2001 

Homeworid: Cataclysm Sierra 

Summer 2000 

Sent. 2000 

WarCraft III Blizzard 

SDrtnn 2001 

Summer 2001 

IHRA Orao Racinn Osthesda 

Fall 2000 

Fall 2000 

Warlords IV Mattel 

Sprinq 2001 

Snrina 2001 

I’m Doino In Eidos 

Fall 2000 

October 2000 

Waterioo Breakaway Games 

Winter 2000 

Winter 2000 

Klnodom Under Fire B.O.D. 

Summer 2000 

Fall 2000 

Wizards & Warriors Activisiun 

Winter 2000 

Winter 2000 

Legends Of Might & Magic 300 

Winter 2080 

Winter 2000 

Zeus: Master Qf Olympus Sierra 

Fail 2008 

Sept. 2000 


• SEPTEMBER BOBO 


CDHPDTtB BAyiHB WORIO 







"It's the perfect real-time stratei^ ^ame...one of 
the most important new RTS ^ames in a long time." 

- Gamecenter.com 
Rating; 8 out of 10 


"...it’s the perfect title for jaded RTS fans 
that need a breath of fresh air!" 

-PC.IGN.com 
Rating: 8.4 out of 10 


"...oozes innovative ideas and gamplay.. 
gamers will appreciate this rare treat” 


- Games Domain 
Rating: Silver Medal 




Pajesty is a fascinating and fun romp 
lliof originality..." 


Rating; Four Stars 


"If Majesty helps set a trend, then 2000 might 
go down in history as the year in which 
gaming changed forever." 

- Gamespot.com 
Rating: 8.8 out of 10 


9hts RsurvM. Mainly Is a liademaik ol Cylx 
ICyMilors Slixlios, Inc. AH RigMs RestivM. 










5 



Age of Empires II: Age of Kings P/iudRod 

5 




4 




5 




5 




5 




4.5 



Rainbow Six: Rogue Spear Red Storm 

4.5 




3.5 

10 

10 


3.5 

11 

n 


5 

12 

12 


5 

13 

13 


4.5 

14 

15 

Thief; The Dark Project Eidos 

4.5 

15 



4.5 

16 

17 


4.5 

17 

15 


4 

18 

18 


4.5 

19 

19 


4 

20 

20 

Command & Conquer: Tiberian Sun Electronic Arts 

4 

21 

23 


2 

22 

22 


4 

23 

21 

Baldur's Gate: Tales of the Sword Coast Interplay 

4 

24 

26 

Need for Speed: Porsche Unleashed Electronic Arts.... 

4.5 

25 

25 


4.5 

26 

24 


3 

27 

28 

Thief 2 Eidos 

4.5 

28 

27 

Soldier of Fortune Activision 

2.5 

29 

29 

Age of Empires: Rise of Rome Microsoft 

4 

30 

30 

Worms Armageddon Hasbro 

4 

31 

35 

Dungeon Keeper II Electronic Arts 

4.5 

32 

32 

EverQuest Sony 

4 

33 

31 

FIFA 2000 Electronic Arts 

4.5 

34 

34 

Total Annihilation: Core Contingency Cavedog 

4.5 

35 

36 

Nox Westwood Studios 

3.5 

36 

37 

NHL 2000 Electronic Arts 

3.5 

37 

33 

Railroad Tycoon II G.O.D.... 

4.5 

36 

40 

Civilization: Cali to Power Activision 

3.5 

39 

39 

Heroes III: Armageddon’s Blade 300 

4.5 

40 

38 

Jagged Alliance 2 TalonSoft 

4.5 


NEW POLLING PLACE! 

Vote in the Top 40 Games pell at www.comoutemam- 
ina.com. The meie people who vete, the better the 
results, hut please vete enly ence per menth. 


I SEPTEMBER 2DQ0 • cgM.gan 



T he early summer doldrums of gaming have struck thf 
CGW Top 40, and struck hard. This month’s list ii 
about as exciting as watching algae bloom in an aban 
doned kiddie-poot, with nary a new game to stir the stagnan 
waters. Thank the thunder god for the late-summer storm o 
games that are sure to stir things up. On the ballot for nex 
month: SHOGUN, DEUS EX, COMBAT MISSION, DIABLO 5 
MDK 2, and more. Log on and vote! 






GDMPOTER GRMINB WORLD 





Ul util Ml W>1 

Game to UJaljpliJn 2t0fl 


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CIUILIZRTION IS NEAR COLLRPSE 

AN HNCIENT CONSPIRRCV IS EMERGIN 

0NLV VOU CRN STOP IT 


FULL-SCENE ANTI-ALIASING 



Animated Blood and Gore 
Animated Vioience 











EVIEW 


nibes 2 


We play the only te am shooter sure to ship this 
year — and it racks I 


by Robert Coffey 


W ith all the new features and game 
types, TRIBES 2 has one definite, 
rock-solid carryover from its 
predecessor— it’s a ton of fun to play. 

A CGW squad recently engaged in an exclusive playtest of this massively multi- 
player team shooter, and came away very impressed with what we saw. The game- 
worlds are enormous and beautifully rendered, running the gamut from icy mountain 
ranges complete with gently falling snow, to lush islands surrounded with water you 
can use to your tactical advantage. The game will ship with a slew of new games, 
including the one we played. Flag Hunters. A combination of CTF and Deathmatch, 
Flag Hunters is a frenzied, every-chump-for-himself contest where slain enemies 
cough up a flag you can grab and carry to a Nexus to score points. Once we were 
done with Flag Hunters, we dished out some punishment in a quick deathmatch 
because, well, just because we could. 

We could write a couple thousand words about how cool we think this game will 
be, or we could let the game speak for itself. Check out the action in these screen- 
shots from some of our games, and we bet you'll start counting the days until TRIBES 
2 ships. 



. . .and how beautiful, too. With three layers of sky textures and immense peaks and valleys, you'll need 
to use the vehicles in the game just to get arouni .. 


The first thing that hits you is how huge the worlds are... 


GEMHE: Multip layer Actmn 

RELEASE DATE: 0 3 00 

PUBLISHE R: Sierra Studi os ■ DEVELOPER: Dy namlx 


CONTACT: www.tnties2.cam 



...and to engage in vehicular duels. The vehioles 
have been engineered to be easier and more fun 
to pilot than the flying transports in the first 
TRIBES. 



Vehicular fun in TRIBES 2 is best expressed as 
vehicular manslaughter - grabbing a ton of air 
and landing on some hapless enemy schmuck... 



... or dagfighting in the new air vehicles. As 
Intense as combat was in the first game, the 
addition of vehicles ensures that TRIBES 2 
conflict will be even faster - and from all sides. 














In Flag Hunter games, it's every man for himself. 


(ram your slain 
have to jump-jet 
he Nexus, avoid- 

fire... 


...and laying waste to 
those foolhardy enough to 
stand in your way. 


Of course, another strategy 
is simply to slay in the 
Nexus like this guy, and 
ambush returning combat- 
ants. stealing their flags 
for yourself. 


ground-to-air defense, you'll simply need 
aim to lock on a target. Fire your rocket... 


BoomI Pilot and plane explode 
and come crashing down to earth. 


your 

contrail-spewing victim. 


cgw.gjmespiil.com 



CDHPUUH BRMIlifi WORLD 




PREVIEW 


TRIBES E 



The gameworld environments 
are tied to the separate tribes, 
ieading to widespread confiict. 


...and lace-oif with hos- 
tile forces on barren 


in lush tropi- 
cal worlds... 


...jump-jet down on 
unsuspecting victims in 
sandy island worlds... 


...pursue enemy flan- 
carriers across coastal 
beaches... 



Along with new 
weapons comes some 
new technology... 


& 


New Things 
You'll Love In 
TRIBES 2 


For a nifty surprise attack, stand knee-deep In 
some water... 



...wait for an iiiisiispecting opponent to 
appear... 



...then activate the new Cloaking device to 
quickly fade from view. 



1. ONLINE VOICE 
SUPPORT with sepa- 
rate channels for 
offensive and defen- 
sive team members, as 
well as for individual 
vehicles. 

2. NEW WEAPONS, 

Including a locking 
anti-air rocket launcher 
and a melee weapon, 
the Shocklance, which 
will Inflict about 20% 
damage In a frontal 
attack, but which Is 
Instantly lethal when 
“backstabbing.” 

3. NEW VEHICLES 
Including a 4-wheel 
scout ATV, a bomber 
with individual stations 
for team members, and 
an assault vehicle that 
allows gunners to 
choose whlcdr turret to 
deploy. 

4. MOBILE BASES 

allow you to set up 
remote Inventory sta- 
tions deep in the bat- 
tlefield, even within 
enemy territory. 
Whether or not you 
can respawn here has 
not been decided. 

5. A REVAMPED, 
TRANSPARENT 
HUD eliminates the 
need to toggle 
between command 
screens and the 
battlefield, allowing 
you to stay focused on 
the action. 









Submarine 

TiTai 


Distnbuteil 
Eacimirefy By 


Developed Elf 

eiLipse 


Bcrategy First 

www.strotegy/ifst.com 


Wiiiclows' 95/98/2000 
PC CO-ROM 


■ Features three distinct civilizations to play. • A dynajnic underwater environment with 5 depth/elevalion levels. 

• Innovative unit classes and structures. • Multiplayer action with up to 24 players. 


Stores f 


Submarine Titans stands ready to become 
the surprise hit of the real-time strategy genre. 
^ Game Industry News 


O 



Ever felt like the whole world was against you? 
You’re about to experience deja vu. 



As if Mother Nature wasn't enough to deal with, 
now the number competitors you must climb over 
to get to the top just increased by a few million. 
Introducing 4x4 Evolution, the first game with 
internet connectivity for heavy-duty off-road 
competitions between Sega Dreamcast, PC, and 
Mac users simultaneously. The world is far from 
a level playing field. 


ALL THE TOP SUVS AND TRUCKS FROM LEADING MANUFACTURERS TO CUSTOMIZE • l6 MERCILESS OFF-ROAD COURSES, EACH WITH THEIR OWN ACTIVE ENVIRONMENT, MUSIC SCORI 




D DIFFICULTY • GO ANYWHERE GAMEPLAY - NO PREDETERMINED TRACK • ACCURATE PHYSICS. PHOTO-REALISTIC GRAPHICS, AND UNFORGIVING ARTIFICIAL INTELLIGENCE. 


Sega#Dreamcast,. 



PREVIEW 



□IPLOMATIC 

IMMUNITY 

New to CALL TO POWER 2: border 
disputes. The pame map displays 
nation borders. Cross into your 
opponent's territory, and you’ll 
get embroiled in a diplomatic 
snarl. Be careful-failure to move 
your units out of enemy territory 
could cost you. 


Call to Power 2 


World conquest gets even more civilized 


by George Jones 


A good idea in real life and in science fiction 
novels, space living doesn’t work out too 
well in computer games. At least not in last 
year’s CALL TO POWER. Realizing this— and striving to provide 
a more consistently enjoyable game— Activision immediately 
scratched space living from the game when they began hatch- 
ing plans for the sequel. 

That was just the beginning of the overhaul. While CALL 
TO POWER 2 wiU play in a similar fashion to the original, the 
game's designers— who are acutely aware of and motivated 
by ALPHA CENTAURI's critical success— are not playing the 
timid sequel game, but are overhauling almost every aspect 
of the original best-selling design. 

The Blame Game 

In CALL TO POWER 2, Activision aims to capture a truer 
form of diplomacy than any other game— extended, back- 
and-forth negotiations with multiple possible outcomes. The 
ultimate goal is to create a dialogue that more closely 
resembles a conversation than a series of menu selections. 

Accomplishing this won't be easy. The most important 
aspect of CALL TO POWER 2’s revamped diplomacy model is 
that it puts forth many more choices and options for 
diplomatic maneuvering. You'll be able to select the tone with 
which you address your rivals (friendly, condescending, or 
hostile), and the huge range of demands and requests give 
you a wider range of bargaining room. In addition to the usual 
cease-fires and peace treaties, wannabe Kissingers will also 
be able to request nuclear/biological weapons reductions and 
a slew of other options. Wannabe Napoleons can barter for 
entire cities. 

If balanced properly, going back and forth with the various 


world leaders will 
be a blast. It 
might start sim- 
ply.. .the Russian 
leader might 
demand that you 
give him the Gunpowder advance. You might reply that you’ll 
give him Gunpowder, but only if he gives you the Writing 
advance plus 100 gold. The Russian leader might then reply 
that this is unacceptable, and you’d go on from there. 
Hopefully, weTl see the kind of escalating, high-stakes, diplo- 
matic tension that the gaming industry hasn't experienced 
since Chris Crawford's 1986 geo-political masterpiece, 
BALANCE OF POWER, 

Finally... Scenarios 

In previous versions of CIVILIZATION, you could never fully 
trust your allies; since only one person could win the game, a 
knife in the back was inevitable. CALL TO POWER 2, however, 
will allow for allied victories, potentially creating some unique 
dynamics. But this also raises some questions. When you are 
allied with computer-controlled forces, will the most powerful 
commander be in charge? Will you be able to combine forces 
to coordinate your strategy? And how will the computer 
manage in such a complex environment? Activision needs to 
make sure they play-balance this irmovative aspect of the 
game to the max. 

The diplomatic and allied victories should allow the game's 
other big addition— individual scenarios— to flourish. Imagine 
playing the English in a WWII scenario, where the goal is not 
to dominate everyone, but simply to survive. Or a Cold War 
map that emphasizes checking the advance of communism or 




GENRE: Strategy 


RELEASE DATE: October 2Q00 


PUBLISHER: ActivisioiL 


CONTACT: www.activisiQn.com 




SEPTEMBtll 2000 • 


CDHPOTER GAMINS WOfill 





PREVIEW 






Ci'rate New Pi'opMal 


Create Coiinter Proposal 


Plioenicia 


MagiiaiiimoiisKiiiil 


proposal: 




I coo gold so that you 
I our ptospetfty. 




Send Cottntf r Prepasal 


capitalism. The possibilities are endless,. .and appealing. 
Thankfully, Activision will be including a scenario editor with 
the game. 

Choose Your Own Adventure 

In place of the space- and science-oriented end story of the 
original game, CALL TO POWER 2 will feature several different 
opportunities for victory. You'U still be able to win the game 
with science and research; you’ll also be able to win via 
economic or diplomatic means. 

Since ocean living— an under-utilized aspect of the original 
game— is replacing space as the end-of-game frontier, expect 
one of the game’s endings to revolve around the sea. Here's 
hoping that Activision doesn’t find itself regretting their 
emphasis on aquatic living. On paper, it sounds compelling, 
but like last year’s outer-space setting, it’s still an extra 
dimension of gameplay and units to get used to. 

As always, you'll be able to win the game the good old-fash- 
ioned way— via brute force. Through the use of a nifty array 
manager, you'll be able to create and align your forces much 
more easily. The game’s new click-drop, right-click interface 
will greatly aid the movement of your armies. 

Da Mayor 

Gamers accustomed to the tedium of micro-managing 
cities— and the resources they harvest— will appreciate 
Activision’s decision to eliminate the concept of workers. 
Instead of moving your workers around the finite number of 
surrounding terrain tiles, each city in CALL TO POWER 2 will 
have a sphere of influence. Depending on the size of a city, a 
certain percentage of every tile that falls into this area gets 
harvested. 

As a city grows in size, the sphere of influence will grow. 
The spheres start off small, with eight or so tiles at the begin- 
ning, but gigantic cities will likely have spheres of influence 
extending to 48 tOes, 

Specialists will still be avaUable to help give that extra boost 
to a city's productivity, and Mayors— the game’s urban 


CALL TO ARMS! The game’s army manager and improved interface should streamline 
matters of war. Graphically similar, CALL TO POWER 2 will give you a slightly different 
angle on the action than last year’s version. 


TALK SOUP 

The game's revamped 
negotiation mode, which 
allows for bartering and 
bantering, could elevate 
the standard for the 
entire genre. 


autopilot— can handle city development and management aU 
on their own. Mayors can be turned on or off at will, and you 
can even specify goals for the AI, so that it will focus its 
efforts on population growth, production, or gold. 


Plus Other Features, Like. . . 

...the Cyber Attorney and the Moray Striker. New 
urban advances like the VR Amusement Park and the 
Cornucopia Vats (which replace the Beef Vats). New 
Wonders like the Empire State Building (which 
improves diplomatic relations) or the Appian 
Way (which eliminates unhappiness). Stealth 
units' ability to see all other stealth units. 

Easier, more comprehensible trading. 

Activision is serious about the CALL TO 
POWER franchise, which, interestingly enough, 
was the best-selling turn-based strategy game 
on the market last year, according to PC Data’s 
numbers. This is probably due to the more 
mainstream appeal of a real-world-based game, 
versus some fairly in-depth science fiction. 

It's important for Activision to make sure they 
get CALL TO POWER 2 out by their October 
goal. Otherwise, they’re going to be going 
head-to-head with two Sid Meier turn- 
based juggernauts: DINOSAURS and 
CIVILIZATION III. 

Then again, given the original game’s sales, 
maybe they’re not so worried after all.S33 


[ PO 


New Features 
in CALL TO 
POWEH 2 


The Numbers 
Racket 

Turn-Based Strategy 
Game Sales 
(Source; PC Data] 


game units sold 

1. CIVILIZATION; CALL TO POWER 293,046 

2. ALPHA CENTAURI 281,115 

3. HEROES OF MIGHT AND MAGIC III 185,553 

4. CIVILIZATION 2 Gold 171,495 


1) ALLIED 
VICTORIES Ousting 
an opponent i$ 
easier when you can 
both win. 

2) SCENARIOS 
Finally, strategy game 
story-telling. 

3) MULTIPLE 
ENDINGS Scientific, 
political, economic, 
and military victory 
conditions will make 
the end-game more 
interesting. 

4) FEATS OF 
WONDER Discover 
the highest mountain, 
or a new continent, 
and your nation gets a 
boost In morale or 
productivity. 

5) ARMY 

MANAGER Invaluable 
during extended 
“police actions." 




BEIIBE: Acton • RELEASE ME: 03 OG 


Thor and Odin are alive and well, and living in an 
UNFEAL world 


by Thomas L. McDonald 


Rune 


H uge men wielding huge swords and warham- 
mers as they fight giants, dwarves, and gods 
just seems like a natural fit for an action 
game. Mairy the concept to a heavily-modified version of the 
UNREAL engine, give it to people who worked on HERETIC H, 
and you really can't miss. 

RUNE, the debut title from Human Head Studios, mines the 
rich source material of Nordic myth and legend. You play as 
Hangar, a young warrior growing to 



manhood in a Viking 
village. Carnack, an 
evil warlord and fol- 
lower of Loki, is 
behind a series of 
raids that have deci- 
mated other villages. 
After he kills your 
father, you find your- 
self sucked down a 
whirlpool into the 


Viking underworld. You must 
make your way through the 
land of the dead, the Goblin 
lands, the city of the Dark 
Vikings, the lands of dwarves 
and giants, and beyond in 
order to wreak your revenge. 

Gameplay is a mix of com- 


plex combat and puzzles, all from a third-person perspective. 
Control is simple — one key for attack, one key for defense — but 
the permutations can be quite complex. Moving as you strike 
will create different types of attack; for instance, moving for- 
ward will result in a full-bodied slash while moving backwards 
yields an upward tlirust. You can create combination attacks, 
but you'll have to properly time your follow-through. Combat 
encounters are sensitive to maneuver and position, so you’ll 
need to move around and look for weak points. Well-placed 
attacks can take off a head or an arm, which can then be 
scooped up and used as a weapon. Eighteen basic weapons— 
plus some special weapons found later on— yield over 400 
combat-specific animations. 

Weapons are divided into Bashing, Axe, and Sword cate- 
gories. Each weapon has different ratings for damage inflirted. 
speed of attack, follow-through, and so on, so some may be 
more suited to fast combinations than others. So far, the giant 
axe and giant broadsword are both in place and mightily 
impressive in terms of sheer size and animation detail. Each 
weapon also has a special "rune power," giving it an added 
attack value for limited amounts of time. These range from 
vampire attacks that drain health from a target, to one which 
turns foes to friends. 

A final factor affecting combat will be a "bloodlust" rating. As 
Ragnar kills, his fury grows until he finally explodes in a near- 
unstoppable berserk rage. Balanced with the emphasis on posi- 
tion and timing, it adds up to a tmique combat experience with 
a much different dynamic than the usual hackfest where the 
person with the fastest mouse clicking wins. 

Human Head has squeezed even more eye-popping tricks out 
of the UNREAL engine, including projected shadows and models 
that dynamically scale to ensure the best frame-rates. The 
biggest addition is a Skeletal Deformation and Dynamics system 
that employs full hierarchical skeletons and meshes. "The 
skeletal system not only allows us to have many more animations 
in memory," says Lead Programmer Paul MacArthur, "but also 
allows us to attach objects arbitrarily to any model, detect colli- 
sions of objects with specific body parts, turn the head and body 
to look at things in the game dynamically, and do rigid body 
dynamics." The result is an engine that is to UNREAL what 
HALF-LIFE was to QUAKE n. 




SEPTEMBER 2000 • cgw.gai 







RESPECT YOUR ELDERS... 



OR KISS YOUR ASS 


TH® SXaRBEARER 


the CELESTiaL 







Actual PC Game Screens 


.•Un- unborn evil TI-iREATSNS TO DESTROY TOE UNIVXRSE... 


Enter the Psycho Circus and transform yourself into the powerful KISS Elders from 

Todd McFarlane’s comic book. Wieid a deadly arsenal of weapons to slay the endless 




hordes of the vile Nightmare Child. Battle through the four hellish elemental realms to 

lITHTtCH 

face the demon seed itself in the final Nightmare Realm. T pt tttf riN'.ST AurtHT RFraiM 




Visit 3PAWN.COM for more information on the KISS Psvcho Circus comic book and action figures. 



© 






KISS Psiclio Circus TfieNijMmiie Chilli, name and logs iteltideffltiki of IliiciIUHlnleiKln'g O ?OOOThiid Law Inleiactivt. All iighicrturveo.O 2000 TodOMcraitanePioIixlKins. Inc. Kli lights reserved.OSOOOKlSSCatalog, ltd. AJInghtsreuivtd. 
SegaOmanoactneilhefaregiittred liadecnaitioialiademailiDl Sega Snieipnses. lid. Galhering olDevelaoersanO toOgamesaretiaOtmailicof Calbeiing ol Deveiocieis. Inc. 02000 GaineiingcfOevetopeti. Inc. All rights ineived. 


'M;^24ra.. 



“A wildly original game world, and some 
of the most frenetic action seen to date.” 

— NextGen .Vfagazine. February 2Chx> 

Sega 

#Dreamcast. 




www.kisspsychocirctis.com www.y'odgtimes.com 'www.crcmor.iict 



Black S. White 


)igma 


Republic 


page 70 


Freedom Ridge . . . .page 71 


Tropico 






And they might give etnategy 
games a swift kick in the ass 


or years now, the battle hymn of the strategy game has been sung with just two 
¥otes, both in the key of C. The bulk of strategy games were either variations on 
the turn-based world-building of CiyfUZATION, or subtle spins on the real-time 
world-bashing of COIiIl/IAin) & CONQUER. Just as this duotone drone was lulling us to 
sleep, along come five new strategy games, from five veteran designers, all with radi- 
cally new themes, original gameplay riffs, and— believe it or not— emotional depth. 


SEPTIMBER 2000 




Lionhead Studios creates a god game. ..in the 
truest sense imaginable, by George Jones 


Developer: uonread Studios 
Publisher: Electronic Arts 
ETA: Fell 2000 

Designer: Peter Molyneeu): 

Previous Dames: Populous, Syndicate, 

Mage Carpet. Dungeon Keeps' 

What’s the Big Idea? 'BLACK AMS VMTE is atone- 
ment for all my previous game design sns.’ ss|^ designer 
Peter Molyneaut. In our minds, this majestic strategy 
game may do more than simply atone for his sins. Black 
ANO WHtTE, scheduled for release h late Somber, fost 
tn^ eloete the entire PC-gaming gene to new hei^. 


ION THESEUENTH DAY 

I The diurnal cycle runs in 20 minute 
I intervals. The seasonal cycles, and the 
I way your territory looks, depend largely 
I on your godly methods. Cruel gods will 
I witness dark, distorted landscapes and 
I extended winters. 


has a name and specific desires. Vour goal - 
impressing them with your godliness - can be 
accomplished through a variety of methods. 
Satisfy their needs, uproot trees, or randomly 
smite the innocent 


■ ■ ■ Out of tragedy, faith is born. 

Two parents stand on a sandy beach, watching their child swimming. Out of nowhere, a 
gigantic whale surfaces and swallows the child. Distraught, the parents do what human 
beings have done for tens of thousands of years: They pray. They pray for divine intervention. 
They pray for God's help. 

To the amazement of the bereaved parents, their prayers get answered in the largest 
possible way. you get sucked through the cosmos and appear before them. They realize their 
child is gone, but bask in the knowledge that someone or something heard tlieir prayers. And 
their people now have a god to watch over them. 

You know nothing more than what’s obvious: You are these people’s newfound god. Your 
sudden appearance gives rise to some introspective curiosity. Where or 
what were you before the desperate parents’ prayers were answered? And 
who, exactly, answered their prayers? Do you owe your very existence to 
these people? Or were you an out-of-work deity hanging out in some sort of 
cosmic god-lounge waiting for your number to be called? 

Get used to the questions. Right from this heart-tugging intro, BLACK 
AND WHITE— an evocative god game in the truest sense of the word- 
makes you wonder, think, and... feel. 


^ 'I 


Amazingly, Peter Molyneaux's design document puts forth just three 
simple rules: 

1. Belief is everything. If nothing believes in you, you are powerless. 

2. In the areas where there is belief in you, you can interact with things. In 
areas where there is none, you can do nothing. 

3. Your creature wiil assist you in playing the game. 

These rules provide the groundwork for Lionhead Studios' most critical 

and daunting task: transforming and merging BLACK AND WHITE the 
concept into BLACK AND WHITE the game. 

They also exemplify the game’s open ambition to be both an experience and a game. More 
rules would equal more constraints, contrary to BLACK AND WHITE’S goal of allowing the 

player to play the game at their own pace, and in their own way. 

Computer games typically exist on two planes— the (usually 
traditional) gameplay itself; and an accompanying story that gets 
you from level to level. Or battle to battle. The tricky part for the 
extremely talented Lionhead Studios team has been coming up 
with ways to keep the player motivated, involved, and directed— 
without creating too much structure. 

BLACK AND WHITE intricately connects plot and gameplay. The 
story, which unfolds over five different chapters, is a majestic, 
quasi-biblical tale that involves multiple peoples, other more 
powerful gods, and decision-making. Plot and gameplay are 
lightly and ingeniously woven together through the game's 
primary play structures, Challenges and Quests. 


Divine Intervention 


Initially, the Challenges— all of which are optional— are simple. To begin with, you’ll have to 
help your newly-inherited villagers construct your temple by uprooting trees and placing them 
near the construction site (be careful not to crush the villagers when you drop the trees!). 







Challenges are activated by villagers' prayers, an extremely effective, 
often emotionally-provocative method for pulling you into BLACK AND 
WHITE. It’s the perfect way to present the player with gaming tasks without 
spoiling the fiction of the game. Even more importantly, the villagers’ 
prayers create some awe-inspiring moments that should effectively cast you 
in the role of god. In-engine, letter-boxed cut-scenes and an engaging, 
moody score further enhance this effect. 

How you resolve the various challenges is up to you. At one point, a 
mother prays to you to help find her lost little boy. Assuming he’s within 
your sphere of influence, you can simply pick him up with your hand and 
move him home. Or, you can pick up his sister and move her to his location, 
where she'E lead him home. 

Or you can simply ignore the mother’s pleas and let the child starve to 
death. Not the humane option, but— as your devilish sidekick argues— do 
you really want to spoil your followers? This could make life more difficult 
for you in the future. 

Successfully completing a Challenge results in rewards, which range 
from helpful information to a higher birth rate. Tlie stories in the challenges 
even loop back. At one point, two men pray for your help in building an ark 
to explore the world. Helping them gather wood and food for their journey 
pays off later when you move to one of the game’s later landscapes. 


The Real World 


The real-world challenge for Peter Molyneaux and Lionhead Studios is to 
make sure that the Challenges serve two functions. First, they must provide 
varied gameplay that helps the player get better at the game. Second, they 
must teU interesting tales that emotionally involve the player and force 
them to make tough decisions, such as being 
pul into a position where they have to decide 
between the lesser of two negative outcomes. 

Or situations where helping one person could 
possibly hurt another. These are the types of 
decisions that could elevate BLACK AND WHITE 
to an instant classic. 

The more personal the chaUenge, the more 
effectively BLACK AND WHITE will advance 
its central concept— that of a fledgling god 
who learns what it actually means to be a 
■’capital G" God. Key to this concept is going 
to be enmeshing players in the lives of the 
villagers. The recurring characters and looping 
plot seem to indicate that this is exactly 
where Molyneaux and Lionhead Studios 
are heading. 

The game’s Quests are basically meta-Challenges that serve as the 
game’s golden path. As you advance through the various challenges and 
quests, you will be rewarded. 


As with any god, your relationship with your followers is more than 
important. As you undertake (or choose to ignore) the more gameplay- 
oriented structures of the game, you still need to tend to your followers’ 
needs and impress upon them your all-mighty importance. After all, the 
stronger their beliefs, the stronger you are. 

In each village, a series of flags indicates your followers’ needs. So at 
times, they may need more housing, food, or even sex. Your answer may be 
to simply ignore them. Or. you can give them general instructions to build 
various structures in different locations. 

Complicating matters, as villagers start to get used to your presence, they 
become harder to impress. At the beginning, uprooting trees and cracking 
rocks in half will suffice. But as time goes on, you’re going to have to find 
new and different ways of motivating your people. Some of these ways may 
not be too nice. 

Furtliermore, how you treat your followers has specific effects on their 
performance and behavior. A cruel. Old Testament god who advances 


through Challenges in harsh ways will see followers who work harder 
but have less time to procreate. On the contrary, a kind, soft god will 
have followers who procreate like rabbits, but who don’t work nearly 
as hard. 

If you make your people extremely happy, they’ll erect a Wonder in 
your name. For instance, the Tibeta Wonder will deaease the desires 
of all your different peoples, and make your shield spell stronger. 

Villagers also serve another important function. By encouraging 
them to dance and chant outside your temple, you accumulate mana, 
which helps you cast powerful spells. But don’t make them dance 
too long without feeding or healing them, or they’ll die of starvation 
or exliaustion. 

At the beginning of the game, you inherit a single village, but as the 
game progresses, you’ll encounter different tribes, each of which has 
their own strengths, weaknesses, and demands. In some ways, this 
part of the game is similar to AGE OF EMPIRES; the Norse are good 
Fisherman, wliile Celtic tribes excel at worship and farming. Wisely 
choosing not to spoil the plot, Molyneaux and Lionhead are keeping 
story details close, but this much is clear: Since faith is the game’s 
only real currency, your people serve as important a role in the game 








COVER STORY 



IS you do. As the game’s story— which involves other gods 
3sses. you’ll have to make critical 
h villagers accompany you as you move 
3stingly— and this may he a not-too- 
lagers never engage in combat. War, 
as BLACK AND WHITE appears to see it, is the providence of 


rely on the 


imber-two indicates, new villages often 
e of power. Given your godly goal of 
!r of followers, you’re going to have to 
fie most unique— and important— 


to aid you. 


One of the game’s early Challenges involves journeying 
through a valley where mystical, magical creatures lay. You 
choose one, and ail of a sudden BLACK AND WHITE takes on an 
entirely new dimension. 

Initially there are three creatures to choose from: lion, cow, 
or ape. As the game progresses, you’ll encounter all manner of 
creatures, from a human-looking character to a Tortoise. 
Depending on how you play the game, you may be able to 
switch creatures. 

The creature's main function is to serve as the living 
embodiment of your spirit— the word made flesh, so to speak. 
Your godly powers and range of influence are limited by the 
number of your believers, but being a physical entity means 
your creature can go wherever it wants, hopefully spreading 
your word by impressing naive villagers with its prowess. The 
creature is critical in helping you to extend your reach and 
your presence. But first, you have to show it how. 


When you first choose your creature, it is 
tiny, scared, and shy. You must instruct this 
magical creature. By attaching a leash to it 
and showing it how to eat, drink, hold, and 
throw objects, you help it grow. Teaching is 
accomplished by the time- tested stick-and- 
carrot method. If you want to teach your 
creature that villagers are not to be eaten, 
punish it by slapping it repeatedly. Similarly, 
teaching your alter-ego to gather wood for 
your people involves having it watch you 
uproot trees and place them near the 
Storage Pit, then tickling its belly or stroking 
its head as a reward. 

As your creature learns the skills you 
want, it becomes more and mote 
autonomous, to the point where it will 
actually imitate you and take on tasks it feels 
you would normally perform. You're going to 
want to spend tons of time helping your 
creature learn to help you. 

This intelligent beast also helps you when 
things get overly complicated. Part of the 
decision-making process involves balancing 
the time it takes to manage your little friend, 
help your people live better, progress 
through the challenges, and convert new 
followers. A properly-groomed sidekick 
makes the game a lot easier. For example, to 
convert a new tribe, you might simply tether 
your creature to the village and let the animal lake over. Good 
creatures will impress the villagers by committing good 
deeds. Evil creatures will impress the villagers by destroying 
the village and eating the people. 

Tills much talked-about aspect of BLACK AND WHITE should 
make for some amazing moments. At separate points in the 
game, your creature will make friends, or fight MORTAL 
KOMBAT style (you can help it in these arena battles by 
casting spells or showing it where to attack). It may even fall 
in love. 

In much the same way that American Beauty (and, some 
would argue, THE SIMS) provided a provocative, biting take on 
suburban ideals and the American Dream, BLACK AND WHITE 
may be just as insightful and relevant a commentary on our 
relationship to divinity. 


Blind Ambition? 


BLACK AND WHITE'S ambition appears to be unending. 
Complimenting the game's story, open-ended play, 
spellcasting, and character profiling is an online component 
that will allow you to take your creature onto the Internet. 
Here, gamers will be able to play in two different ways: in a 
kind of online chat environment where the creatures can 
engage each other in conversation or combat; or in a more 
standard, multiplayer, real-time strategy game, where the 
goal is to convert villagers to your faith. 

The big question: Can Molyneaux and Lionhead Studios 
pull all this off? The game almost certainly seems destined 
to succeed; we'll have to wait untU later this year to find 
out whether their efforts result in a very good game, or a 
great one. 


I SEPTEMBIR 2000 • 





£) im -2000 0lu« ByttSoftwstg, Inc. No |iatlolllil([Mbll(atliin moybeteptojuceillnanyfMm.btoadcasl.liDnifsitediit itondoleil Inloony bcelgnlonguagewilbocjllliipgrniKdonolBlLiBBylo Sofrwire, Inc. 

Rgniol ol Ibis pcoduci Is piobibllBd. 'TNE SETTIERB" Is o registeigd todemork ol Blue Bytg Softwoie, he. "Botlle Islo: Ibe Andosio Wai"oiid Ibe Bluo Byte logo oig tcodomoiks ol Blue Byls Sofltnce, Inc. 

"Drogons bii" is c legisteied liodgmotk of Bluds Gtoup Lkniigd. All olher pcoduci nacres used k) Ifeis picbHcollon oci Ihe tcodecnotks ol thsic cespeclive coenponies. PcoducIs hen been submIlted In the ESRB end oce owoiling ratings. 




IT’S A WIL D. WILD LIFE Flying horses, gigantic chameleon/girafie 
hybrids, rhinos blessed with the speed of cheetahs - the units in SIGMA 
will be limited only by your imagination (and the animal population]. 


The Ultimate Creation Myth, by Robert Coffey 


Publisheri Microsoft * Developer: Relic Fnterteinment * ETA; 9001 

Oemgner: Alei Gsden • Previous Game: Homeworld 

Whet’s the Big Idea? It’s evdution as a game, end e game that evolves. 

With blions of potential oeatire types, the mulb'player clashes should be fascinating. 


■ ■ In SIGMA, a blender 
is the ultimate weapon. 

No, it's not a Mixmaster or a Hobart— it's a genetic blender, 
a technology capable of creating fantastic new species by 
I recombining the DNA 


of existing, real-world 
I animals. Imagine intri- 
I cate archipelagos 
I teeming with gigantic 
I cheetah-lizards guard- 
I ed by poison-spitting 
flying snakes, or a 
sweeping tundra with 
packs of polar-friendly 
rhino-wolves ripping 
apart giraffe-gorilla 
hybrids already half- 
dead from the hostile 
environment. Every unit in this game is created by the player, 
promising an unprecedented degree of customizability as 
animals are mixed and matched with the “what'll this do" 
abandon of a demented ten-year-old with a chemistry set. 

The difference here is that in lieu of beakers brimming with 
chemicals, gamers will have access to roughly 60 base crea- 
tures. These animals will be the only resource in the game and 
they will exist in an actual ecosystem that players will have to 
manage— extinction of vital species is a very real concern. The 
concept of a living ecosystem branches throughout the entire 
gameworld, with day and night cycles dictating the use of noc- 
turnal hybrids for nighttime assaults; additionally, you'll have 
to engineer units suited for the 
varying environments, lest your 
herd of killer polar bear-whales per- 
ish in a futile attack on a desert 
stronghold before they even see 
combat- You'll also have to weigh 
your animal supply against your 
design wish list: Powerful creatures 
like whales (which grant gigantism) 
will be in very short supply. 

Part of this game's allure— apart 
from the lively 1930’s B-adventure- 
movie motif— is that the results of 
your mad doctoring are rarely pre- 


dictable. Oh, you can pretty much guess what combining 
certain animals might get you: Fuse a snake with a bat and 
combine the result with a trigger fish and you'll get the 
aforementioned poison-spitting flying snake. But with over 
70 different attributes powering every creature in the game, 
the unexpected is to be, well, expected. Who would have 
thought that melding a chameleon with a giraffe would 
result in a shambling behemoth of enormous destructive 
power? Certainly not the game designers, who were as 
surprised as anyone else. 

While there are a slew of features on the "maybe" list, the 
one we're most intrigued by is the Random Button on the 
genetic manipulator. This button might unlock recessive, 
hidden abilities like fire-breathing.. .or, it could just screw up 
the creature entirely. 

Though SIGMA is in the very early stages of development, 
we couldn't be more excited about its potential— the fact 
that it’s being developed by Relic Entertainment, creators of 
the very innovative HOMEWORLD, is even more reason to be 
hopeful that the game will fulfill its incredible promise. Relic 
changed the way gamers thought of 3D with HOMEWORLD, 
and they seem poised to do the same with unit creation this 
time around. 



Get Off Your Toys and Join NetRacelive.Goni 



RACETOWIN 

ANEWCAR 


This isn't a game. This is real. Net Race uve snatches 

up real tracks, capturing real races and shoves them down the 
internet and directly into your computer. Then we bombard you 
with lap after lap of white-knuckle action at 200 MPH where your 
competition is professional racecar drivers in real events and not 
some computer junkie in Idaho. Who cares if you can beat a 

WeVe not impressed that you can outrace your friends. 

Step up to the big leagues. Race with the pros at 

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Details At WWW.NETRACELIVE.COM 







Developer: Eli»r Studios * Pufalieher: Eidos Intersctivs * ETA: 04 00 


Designer: Demis Hasses * Previous Game: 'Hieme Perk 

What’s the Big Ides? Become the next president of e fictionel, Swiet-style state 

in the tradititiiel way: throi^ bribery, blackmail, and extortion. 


be going into the project 


ffS-r ) 


CMIe IB IM 




Why leave power 
politics in the hands of 


policy wonks? 

They don't know how the game is played. If you want to see real 
politics in action, try raising support for a party boss in a former 
Soviet state. Or, for those who can't swim in handcuffs, you can 
experience the same thing and more in REPUBLIC: THE 
REVOLUTION, without the long-distance commute to Moscow. 

Far beyond a mere political simulation, REPUBLIC combines ele- 
ments of SlMClTY and GANGSTERS into a huge, complex, 3D world 
where lying, cheating, blackmail, and extortion are all fair game. 
The goal is simple: Become the next President of the fictional 
Republic of Novistrana, by any means necessary. 

Players choose their character from one of five fields: politician, 
businessman, criminal, religious leader, or general. Starting off with 
one supporter and a small headquarters, you try to gain power by 
influencing prominent citizens such as TV stars and archbishops. 
When your powers of persuasion run dry, you can try less ethical 
means such as brainwashing or blackmail You can behave as ruth- 
lessly or as compassionately as you want, as in many of Peter 
Molyneux's games, but every decision has its consequences. 

With the support of those loyal to you, you'll start to influence 
the general population. You'U have hundreds of potential actions 
to choose from: Organize a rally, rig a soccer match, arrange 
secret police hits, or broadcast your message on the nightly 
news. Meanwhile, up to 16 other factions (human or AI) are try- 
ing to stop you and seize control for themselves. And then 
there's the President, who’s not going to sit idly by while 
you try to depose him. 

The design for REPUBLIC is certainly ambitious, but the 
graphics engine is equally impressive. Built from scratch to 
render millions of polygons in realtime, the engine will 
reportedly allow free movement in cities with thousands of 
people wandering around. According to Che developers, you 
can zoom smoothly from a satellite view of Novistrana, to a 
dose-up view of the dew on a flower in a window box. If 
that sounds a bit like the engine from BLACK & WHITE, give 
yourself a gold star. Demis Hassabis— a programming wun- 
derJr/nd who co-designed THEME PARK with Peter Molyneux 
at age 17— wrote much of the engine for BLACK & WHITE, He 
left Lionhead to found Elixir Studios, the English develop- 
ment studio making REPUBLIC. 

Given the challenges inherent in the design, it’s not likely 
we'll see this game by its scheduled winter release. Once it ships, it 
will be another thing to see if the U.S. market embraces a strategy 
game based on powermongering in a fictional Soviet-style state. But 
for sheer originality, scope, and ambition, REPUBLIC has our vote. 



Iit»iiii] (Idms 


Mighty Mythos turns back the clock. ..in style, 
by George Jones 


I ■ ■ It’s X-COM with 
shocking graphics, an 
even stronger story, 

destructible environments, first-per- 
son perspective, and the Men in 
Black. And no real-time mode. 

It’s FREEDOM RIDGE, Mythos 
Games' (makers of the original X- 
COM} evolutionary, old school, turn- 
based strategy title. It's our dream 
come true. 

The first of what could be a series 
of several DREAMLAND CHRONICLE 
games, FREEDOM RIDGE is set in a 
post-apocalyptic world. Aliens have 
ravished much of the planet, quaran- 
tining humans into small reservations 
that have been increasingly whittled 
into smaller chunks of land. 

Much like X-COM, FREEDOM RIDGE 
moves along three different paths. 

'* From the global view, you identify 
enemy crafts, intercept them, and 
send infantry forces to go in after any remaining 
aliens. As you move along, you’ll begin to put togeth- 
er the pieces of an immense story. ..and hopefully to 
turn the tables on the alien menace. 

The game's rotating global view is vintage X- 
COM— you can see the borders of the human reserva- 
tions and the ever-expanding alien territories. Various 
icons indicate cities, military bases, and enemy fortifi- 
cations. To prevent the enemy from spreading, you’ll 
have to intercept alien craft as they try to land and set 
I up shop in new territories. 

Much like Mythos' original hit, when you scramble 
I fighters (or with enough research, your own space- 
ships), you give your aircraft specific instructions. In 
FREEDOM RIDGE, this means a series of turn-based 
instructions as to whether to attack or evade, and how 
far away from the ahen craft your ships should be. 
Initially, the alien craft are more powerful than your 


Osueloper; Mithos Games • Publisher: Bethesda * ETA: February 2000 

Designers: Julian arxi Nict Gollop • Previous Games; X-Com s«>es. M^ic & Mayhem 
What's the Big Idea? Julian arid Nick Gollop aim to recreate X-COM, one of the most amazing 
PC game experiences in die last ten years. 






RQgiffi 


’3l^&. d'^e-e-n f<f^$]nf '^ 0 '^ w4i, 
)^'ij Y^ife^ Will 



©2000 Electronic Ai ls Inc. EA GAMES, the EA GAMES logo aniJ Amorican McGee's Alice are trademarks or registered trademarks of Electronic Arts, Inc. in the U.S. 
and/or other coiintriea. All rights reserved. EA GAMEStM is an Elecironic ArtstM hraniJ, Rogue Enteitainmont and the Rogue Pirate Logo™ are trademarks of Rogue 
Emerteinmenl, Inc. Quake is a registered trademark, and Quake 11, Quake ill Arena, and the Id Software name are trademarks of Id Sollwaro, Inc. Ad rights reserved 



^lIJou emecQC from the rabbit hole to a decaying and sinister Mtonderland* Mlith toys as lueapons, 
you must destroy the euil f^ueen of Ihlearts to suruive* Wo you haue luhat it tahes to 
defeat her sadistic minions and outwit iier mind-numbing puzzles? Conceiued and designed by 
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l^re you ready for this next chapter of Blice? aUcC<»f^£l«Com 


COVER STORY 




jet ships. But the occasional take-down, and the resultant ground combat, will help 
you turn the tide. 




Once you shoot down an enemy craft, or if you receive a report of alien activity in 
one of your cities, you’ll outfit your squadron and send your troops into combat. This, 
the most intense and important aspect of the game, is also very similar to X-COM. 
Each of your units has a certain number of action points, with which you can move 
them around, crouch, kneel, and attack. You can even leave a certain number of 
action points in reserve that will allow your troopers time to react to enemy move- 
ment. There is one major difference between the two games, however; tremendous 
3D graphics. 

For a turn-based game, FREEDOM RIDGE boasts a remarkable game engine 
that not only looks attractive, but is a fully-interactive 3D environment. This 
means that if you know that aliens are in the kitchen of a house, you can now 
use your mortar to blast your way through brick walls to spring an attack 
on them. 

Each soldier is rated in eight different categories, from health to bravery to 
strength and psionic abilities. Unlike X-COM (which promoted troops based on 
experience alone), as your troopers die, you'll make the decisions about who 
replaces whom in the command chain. Based on leadership ratings, comman- 
ders will be more or less effective: at times, leaders will even be able to assert 
their morale in order to resuscitate less-veteran soldiers who get spooked by 
the aliens. 

Hopefully, the ground-based action won't become tedious, as it did toward 
the middle and end of the X-COM games. To that end, Mythos is including 
many different elements that should keep ground attacks interesting, like 
many weapon types and vehicles that can be driven around during combat. 
An automated attack-mode wouldn't hurt. 

Additionally, the game's pacing will also throw varying, more strategic 
missions at you. For instance, to take out an alien base, you may have to go 
in and take out the power supply for that base first. 


As you succeed in ground-based combat, you’ll scavenge extra supplies 
and resources for your squadrons. You’ll also be able to research both 
the aliens and their fancy technologies, and in the process, unlock the 
game's story. 

The key alien menace here is the Sauron, the aggressive, rapidly-expand- 
ing, dinosaur-looking race that has taken over the earth. These creatures are 
breeding new plants and animals.. .all of which you'll encounter as you play 
through the game. 

But as the game goes on, you'll encounter another alien race and even the 
mythical Men in Black (who, coincidentally, were supposed to appear in the 
original X-COM, but were stripped-out early in development). Unfortunately, 

determining the intentions of these other 
factions isn't going to be easy. Mythos is 
emphasizing more story this time around, 
and from an early look at the plot, get 
for an X Fiies-type ride that will 
involve espionage, diplomacy, ballistic 
missiles, and Dreamland, also known as 
Area 51, 

As you expand, you’ll take over alien 
bases and build new bases of your own, 
piece by piece. But protecting mankind 
becomes more imperative in FREEDOM 
RIDGE; your scientists and soldiers are all 
drawn from the human settlements. Allow 
the Sauron to capture your cities, and you’ll I 
have a smaller, inferior talent pool to 
recruit from, 

DREAMLAND CHRONICLES: FREEDOM 
RIDGE should be out in February 2001. 


IPTEMI 


2Q0B • 



dictator is complete without a tew disgusting 
personal flaws. 


generates a lot 
on a 

Uien soak them with fancy 
restaurants and friendly brothels. 


Developer; PopTop Software • Publisher: G.0.0. • ETA: March 2001 , 


De^ner: Phil Steinmeyer 


PrevriouB Games; Heroes of Might S Magic. Railroad Tycoon li 


What's the Big Idea? The creators of RAILROAD TYOXJN II offer a new on the 
reel-time strategy theme by putting you in control of your own Caribbean i^end. How 
long can you exploit the island's riches before the citizens revolt? Stock 14 ) on Cubans and 
graenbacis while there’s time 


■ ■ If you thought 
SIMCITY was only good 
for inflicting floods and 
earthquakes on innocent 
computer people, then 
this could be the game 
for you... 

TROPICO is an empire-building game that doesn’t just allow 
you to be nasty, it positively encourages it. Instead of being a 
benevolent leader whose goal is to improve the lives of your 
subjects, you play a dictator on a fictional Caribbean island 
whose goals are money and power. 

You create your own dictator, but establishing yourself as 
the next Fidel Castro or Idi Amin is only half the battle. 

Players are also responsible for creating farms, an industrial 
base, housing for their population, and other structures that 
will generate income, make people happy, and expand their 
own dictatorial sphere of influence. 

Gameplay involves creating and managing buildings and 
dealing with political issues, but the main focus is on the 
island’s inhabitants. “Control is not exerted so much by the army 
banacks, it’s exerted by the actual soldiers themselves,’’ says 
PopTop president Phi! Steinmeyer. There are about 50 unit types in 
the game, such as doctors, bankers, and soldiers, and each has near- 
ly 50 traits and statistics that coalesce into unique personalities. 

Even the dictator has personality strengths and weaknesses, forc- 
ing the player to role-play instead of serving as some impersonal 
god-like being who tinkers with things from on high. Steinmeyer cre- 
ated a dictator to show us how it works, and we ended up with a 
communist leftist author who had diplomatic skills and a bonus on 
alcohol production. Then Steinmeyer 
chose the negative traits. “We’ll 
make him alcoholic and give him 
Tourette’s Syndrome so the annual 
New Year’s Eve speeches are a little 
more entertaining,’’ he chuckles. 

These initial traits set the tone for 
the entire game, as they determine 
where your island is situated on the 
capitalism vs. communism axis, and 
the religious vs. military axis. 


wDa9 


Peeling back the 
layers of PopTop’s 
banana republic sim. 
by T. ByrI Baker 


• SEPTEMBER 20D0 






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port for the rebel cause. If he recruits enough soldiers, he can launch an attack on 
palace. Other times, unhappy citizens can turn against you, and the next thing yot 
know, there's a popular uprising going on. 

And what makes citizens happy? 

Money, of course. A strong economy 
means you can pay your people liighet 
wages and give them access to things 
they want, like advanced education. To 
make money, players can sell goods or 
go for the big bucks by encouraging 
tourism. "It takes a lot of corn or sugar 
to equal what one American tourist 
staying in a S300/night room can rack up 
in a week or two," says Steinmeyer. The 
downside is that tourist structures like 
grand hotels and casinos are expensive 
to build and require a skilled work force. 

Tourists also need a lot of variety and low 
crime rates, or they won’t stay long and 
they’ll tell their friends what a crummy 
time they had. 

While the developers have focused on 
people, there is no provision to directly 
control the inhabitants of the island. 

"Your interactions are based on the build- 
ings and the politics of the game, but 
you're trying to use those to influence the 
people," says Steinmeyer. Radio and tele- 
vision stations are a good example, as 
players can use them for multiple 
purposes. Religious leaders can broad- 
cast religious programming, and players 
looking for a quick buck can select pop 
music and other commercial program- 
ming. Of course, this works both ways, 
and if the rebels seize your broadcasting 
stations, they can use them to gain sym- 
pathy and awareness for their cause. 


Island Life 


The islands themselves are modeled in 
terrific detail, with complete weather 
models and deformable terrain that actu- 
ally affect gameplay. Fluffy clouds that 
would serve as pure eye-candy in most games drift over the island and deposit rain, 
"When they hit a hill, they tend to drop the tain on the near side of the hill," says 
Steinmeyer. He demonstrated by calling up a rainfall overlay that covered the island 
and showed wet areas in green and dry areas in red. The game will have several such 
overlays that will help show everything from where to plant certain crops to rebel 
zones of control. 

Steinmeyer then showed us how the deformable terrain makes a difference by zoom- 
ing in on a small pit mine in the center of the island. As he sped up the action, the 
little miners went into high gear, and the pit they were digging slowly increased in 
size. "That does environmental damage and hurts tourism in the surrounding area," 
he observed. 

Good as TROPICO looked when we saw it, it was still about nine months away from 
completion, with PopTop shooting for a March 2001release. They still have to add much 
of the political model to the game, and they also want to incorporate many special 
features, such as Edicts and Papal Visits, Edicts will be very powerful, but you won't 
be able to use them very often. Religious leaders can request a papal visit, while mili- 
tary-oriented leaders can declare martial law to quickly quell a rebellion. If the remaining 
portions of the game come together as well as the elements tiiey were able to show 
us, TROPICO could turn out to be a warm Caribbean breeze that will freshen the 
strategy genre. ^<> 1 ',’/ 







’•ttjIiC''' FI- 


ON JULY 20th, 
THE GAME 
ISN'T EASIER, 
YOU JUST 

m GOT BETTER. 


Get it at Best Buy. 
Electronics Boutique. 
Fry's Electronics, Fred Meyer 


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DIABLO II 





It tells me that Diablo II is not a game I will finish playing 
and never touch again. 

My ego, which acquiesced long ago, wonders how and why. 
How does such a simple premise become so engaging? Why 
can’t I quit? 


DIABLO II REVIEW 



Travel in style The wayiioint syslem, enolhor new addition to DIABLQ II. 
allows you to quickly move to individual sub-areas without having to do a lot 
of walking, 


Mad Skills Tho interface lor the character stat and skill menus. Notice 
that tho skills are divided Into tabs, which organize the skills and spells 
by type. 


L«Vlk.1UkAIT 

WAVf^lHT 


The answer is simple. DIABLO II transcends its individual 
features and becomes an experience that is so much more than the 
sum of its parts. If you played the original, you already know the 
genius in game design that I'm talking about. In almost every 
instance of this sequel, that genius has been extended, upgraded, 
and enhanced in all the right ways. 

Once again, all. of the maps, items, and monsters are randomized 
each time you start a new game, meaning that once again, you can 
forget about memorizing the locations of the best magical weapons 
or most powerful creatures. 

High on my list of favorite improvements is the complete lack of 
load screens. Blizzard figured out a way to pre-load the areas you 
are most likely to visit from any given location, so that when you 
step through a portal or move into a new area, you don’t have to 
wait 60 seconds for the new sector to make an appearance. 

New PC gamers will probably take this feature for granted. 

Don’t. I went back and played some of the original game and was 
instantly struck by how much wind the load screen took out of my 
sails. Back then, however, losing momentum was one concern 
DIABLO— which single-handedly revitalized RPGs— didn’t have to 
worry about. 


The skills are a welcome addition. Rather than hunting around 
for books to learn spells from, you now earn points to inaease your 
skills when you advance levels or complete certain quests. Some of 
the skills are passive; once learned and activated, they provide you 
with benefits that don't drain your magic supply. 

Tied into dependency trees, all of these skills have minimum 
level requirements, which adds an extra dimension of strategy to 
the game. As you level up and earn points to spend on your skills, 
you'll want to build up your lower-level skills and spells in prepara- 
tion for the branch of higher-level skills and spells you'll eventually 
want to cast. So you need to figure out an overall strategy (defense 
or offense? Fire or ice?) while your character is relatively new. 
Given the number of skills and spells compared to the number of 
points you receive to activate and upgrade them, you can count on 
a fair degree of specialization. 

Consider that you can convert your single-player characters into 
LAN multiplayer characters, and that your friends can do the same, 
and that you can play cooperatively to beat the game (more on that 
later). Then, think of all the possible character combinations you 
and you friends could come up with that would compliment each 
other, „hey, wait— don’t go— I’m not done yet. 


Part of DlABLO’s role-playing genius lay in the unique strategies 
required for each character. This sequel improves upon that. 
Whereas originally, all the characters had access to 
the same list of spells regardless of class, DIABLO n 
implements completely different spells and a new 
addition— skills— for each character class. 

You may want to make a point of playing each 
character class (see sidebar) for most of the first act 
before deciding which character you want to hunt . • , •’ 

Diablo with in the single-player game, Each offers 
unique benefits and challenges and, as in the origi- 
nal game, a distinctly different experience, ■■■' ^ 


UV 9dAtlTY B»*T$ 


No more needle in the haystack These boots 
might be hani to find without the new ilcm-hlghlight 
feature. Now, you can decide what to take and what to 
leave before you pick the first item up. 


Vow experience leachee 
you wetl. 


In almost every way. Blizzard has created some nifty improve- 
ments. Locating objects on the ground is easier thanks to the ability 
to highlight all items using the Alt key. To repeatedly attack a tar- 
get, you can hold down the mouse but- 

t ton (although occasionally I find myself 
clicking away; it’s more visceral that 
mayl. 

Gold no longer takes up inventory 

■ • slots, but is managed in a separate area 

* ' \ ' in the inventory screen. For that matter, 

^ “ you also have a private stash box in 

town (even in the multiplayer game), in 
you can tuck away a few items 

The game still features a slew of 
magic weapons and unique objects. A 
new “socketed" item class has been 
added, which allows you to modify the 
attributes and properties of an item by 
Kc i«achn> adding gems and skulls (which can be 

. found on dead bodies and in certain 

. \v. . shrines) to the available sockets. 

On the downside— and this has been 
■ - ■ the primary bone of contention with 


Are you experienced? hi addition to healing and mana shrines, there 
are now experience, resistance, and gem shrines as well. This Paladin will 
gain added experience from every kill until this shrine's effect wears off. 


I SEPTIMBER 20e0 • 


CaMPBIER tAHIKt NIEllI 



Amo' Anct^fe/' i 


that enemies can sheet across 
and hushes lor them tu hide in. 


In the Harem In 

addition to the wide 
open outdoor areas, 
there are plenty of 
indoor and under- 
giound areas to 
conquer as weii. 


Desert for Dessert The desert levels are 
fairly open and make tiic iietfcct place for this 
Necromancer's private army to make a stand. 


than makes up for any deficiencies. You can play all 
the same levels and complete all of the same quests 
found in the single-player game, but you get to 
bring help. 

Don't think for a second that adding more players to 
the game will make things easier. In fact, adding 
players to the game makes things much, much harder. 
As the game demonically informs you when extra 
players join your game, the more players in a game, 
the tougher and more resistant to damage the mon- 
sters get. 

Two different multiplayer games exist— LAN and 
BattleNet. In an effort to eliminate the hacking and 
player-killing rampant in the original game, Blizzard 
has coded part of BattleNet so that charaaers who 
play here exist only on their servers. This means that 
you can play multiplayer with your single-player 
characters as long as you play on a LAN or on one of 
the open character BattleNet game servers, because 
your online characters cannot be used in the single- 
player game. 

This wouldn’t really be a problem, but BattleNet 
kept going down every ten minutes or so due to the 
high load. Granted, there were usually forty-five thou- 
sand connections at a time being reported by the 
server, but if you are going to offer a service to paying 
customers, you need to make sure that it works. Expect 
this to get better once things settle down a little bit...or 
when Blizzard adds more servers. 

Like every other aspect of the game, multiplayer— 
which works really well with the new skill sets— works 
in such a fantastically enjoyable way that you’re going 
to find yourself (re)experiencing that good old shiver as 
you relapse into DIABLO addiction, 

I am happy to report that the original game was no 
fluke. The gameplay still holds up, particularly with 
Blizzard's ingenious additions. Once again, DIABLO U 
is the standard by which other games of this kind will 
be measured. 


Welcome to the Jungle 1 

The jungle levels feature rivers | 


gamers— DIABLO n does lack a traditional save func- 
tion. The game saves map layouts, but not map states, 
so if you don’t find a waypoint (which occasionally 
requires some serious searching) and you Save and 
Exit, you will be forced to le-do the same dungeon 
maps you had already partially or completely complet- 
ed, which can be quite large. This is still the case 
when you use the Town Portal. 

This is particularly a problem in the humongous jun- 
gles of Act m, where the waypoints are few and far 
between. A higher number of waypoints, or the ability 
to fully save the game at any time, would have fixed 
this. Also, since the game is constantly saving, there's 
no mechanism for backing out of stupid decisions. 

At times, this can be extremely irritating, but I did 
find that not being able to undo mistakes added extra 
tension to the game. Though, isn’t that why the game 
features Hardcore mode, where if you die, your charac- 
ter is irrevocably gone forever? 


One other quibble: The game's quests, while still 
quite rewarding and handled very well, occasionally 
end in anticlimactic fashion. Not every quest has to 
end with a big bang; but you should get skills, experi- 
ence points, or a cool movie as a bonus for completing 
a quest. This doesn't happen all the time, though. In 
the second quest in Act ID, for example, you recover 
the Gibdinn Blade for a town. When you return it to 
them, they basically tell you “Great. Thanks. Oh, look 
at the time...gotta go. Buh-bye." Similarly underwhelm- 
ing is Tainted Sun, the third quest in Act H. 

Gamers are also encountering a bug involving the 
Summoner quest near the end of ACT H. A patch fixes 
this, but creates another problem within the game. 
Knowing Blizzard, they’ll fix all this (and more) by the 
time you read this. 


Multiplayer DIABLO H, when it's working right, more 


The Barbarian 
A huiking brute with the 
strength to wield twe 
two-handed swords, one 
in each hand. The 
Barbarians' skills involve proficiency with 
specific weapon types, powerful baffle 
tactics, and thundering war cries that 
frighten ycur enemies and strengthen 
your allies. 

The Amazon 

The closest thing to 
QiABLD's flogue, being 
rooted in bow and spear 
tactics. An interesting shift hers is that 
each bow you find no longer comes with 
a bottomless quiver of arrows. Arrows can 
be found or purchased. Either way, make 
sure you've got a good supply of them. 
The Amazon is a powerful member ol any 
raiding party due to her ability to inflict 
large amounts of damage without ever 
getting close to her 


The Paladin 
A holy warrior whose 
faith both protects him 
and aids him in dispatching enemies. 
While he's able to learn combat skills like 
the Shield Bash and Zeal, most of his 
power comes in the ability to reshape his 
aura as an offensive or defensive weapon. 
The Paladin's aura has the ability to 
effect other members of his party as well, 
adding to the power el the entire group. A 
single Paladin can raise the attack rale 
lor your entire greup. reduce the effec- 
tiveness of all enemies near your party, 
or add resistances to all friendly players 
and NPCs. For obvious reasons, it's easy 
to like this character. 

The Sorceress 

The full-time magic 
user, her spells revolve 
around the forces ol the 
elemeois: lire, ice, and electricily. She 
con use many ol the spells that were 
found in the oiiginal game, as well as 
some new abilities, including being able 
to change the rate of her mana rei^arge. 
While lacking hand-to-hand fighting 
prowess, a lone Sorceress can nonethe- 
less take on large groups of enemy 
creatures and eliminate them with her 
powerful spells. 

The Necromancer 

He has spells that 
revolve around curses, 
poison, and bone, and 
has the ability to raise the bodies of 
fallen enemies os undead soldiers. Tbese 
dark spells are incredibly powerful, a bit 
morbid, and a whole lot of fun to cast 
against unsuspecting foes. Cast terror, 
confuse, or weaken on your enemies. 
Poison them or use corpse explosion to 
damage a greup engaged in combaL 
Raise the dead and send them into battle 
ageinst their former allies. 


CBMPUTER 6AMIN8 WORIB 




our t()(r£(t for conqur^sit 
gors; unquencf)rb uo longer 




Fi^ e new civilizations to lead or conquer: Aztec, Mayan. Huns. Spanish, 
and Korean. Four new campaij^ns to emerge victorious: Attila 
the Hun, El Cid, Montezuma, and the Battles of the Conquerors. 
Your challenge: Expand your empire and rule the world. 
uiwui.microsoft.comfgamesl conquerors 







DIABLO II S RATEGIES 



by Thierry Nguyen, 
Robert Coffey, and Alex Handy 



SEPTEMBER 2000 


Y OU probably just want to rip 
into DIABLO II right away and 
start thwacking the Fallen left 
and right. Simmer down, 
While you’re waiting for the 
game to install, peruse this 
guide, and see how you can 
make maximum use of the 
different character classes, and get some 
general hints on how to succeed in the single- 
player game before moving on to the BattleNet 


sounding weapons? Let the market be your 
guide. Try to make both items equal in value 
(either by fixing them or by using one in com- 
bat until their durability is the same), Then, 
see how much cash each one is worth. You'll 
probably want to keep the more expensive 
item. If their costs are nearly equal, then that's 
when it's time to flip a coin. 

■ Magic-users should always cast their pro- 
tection spells in town. Once cast, head over to 
the local healer for a much-needed refiU of the 
old mana pool. 

■ If you find any set items while playing on 
BattleNet, remember that they're extremely 
valuable to other players. Try visiting some of 
the trading rooms after your game. You can 
probably get a pretty nice price for your green 
items from other players who are close to com- 

Pl®^ing a set. 

""" ■ ■ Although 

• magical 

' weapons are 

•V more useful and 

Wi valuable, socket- 

■■ ■' ed weapons 

' ,, make for solid 

back-up arma- 
ments. Try to 

+ * j 

fmd an axe or a 
, . y sword that has 

three sockets, 

iirT'inmiin*'' ‘ ' and put an 

emerald, a sapphire, and a skull in it. That way, 
each swing lets you freeze, poison, and sap life 
and mana from your opponent, For shields, use 
a diamond and an emerald to boost all of your 
resistances. Finally, put a skull in a helm for life 
and mana regeneration, plus a gem for whatev- 
er stat you feel like boosting. 

■ Never underestimate the power of a 
Paladin, If you're playing online and you don't 
have a Paladin in your party, you'll be at a dis- 
tinct disadvantage, You'll understand why the 
first time your Paladin casts Thorns in a net 
game, 

■ Use mercenaries as cannon fodder. They 


Slngle-playet: The most valuable combination 
ol skills are the Aura ol Thoms and Zeal Since you’ll 
be alone most ol the time, the monsters are goiny to 
inevitably surround you; and these two skills, when 
used in conjunction, will allow you to both weaken 
and attack several enemies snnullaneoitsly. 
Vengeance is also a good comhat sUII to develop - 
save it for fighting boss characters. Late in the game. 
Redempbon, which allows you to suck Hie and mana 
from the dead, and Satvalion - which grants you alt 
resistances - will be your best friends. 

Multiplayer The Paladin assumes two roles 
here: melee lighter and, due to his auras, party sup- 
port Prayer is ahvays good for a post-battle healing 
boost Again, Aura of Thoms is great as it ensures 
that anyone attacking a party member Is going to 


■ Whenever you can, dump your money into 
your stash. Although gold doesn't take up any 
room, dumping it means that you won't lose 
any when you die. Exiting and reloading a 
game after dying 
gives you all items 
intact, except for 
whatever gold you 
dropped on the floor. 

■ Stock up on Town 
Portal, and only carry 
one or two Identity 
scrolls. When you can, 
buy a tome of Town 
Portal, and make sure 
it's stocked with at 
least 10 scrolls. Only 
carry a few Identity 
scrolls for emergency, in-field identifications; 
otherwise, just gather the new loot and have it 
all identified in one fell swoop back in town. 

■ When a boss is too tough, don't be afraid 
to gel cheap. Use Town Portal to weave in 
and out of combat. Quickly drop a portal, hop 
in, heal up and restock, and re-enter the fray. 
Most bosses don't heal up.„unless you’ve been 
in town for a really long time. You can effec- 
tively come and go as you please, and win by 
attrition. 


hosses like 
Andsriel, don't be 
afraid to play < 
cheap by^Town - 
Portalling back 
and forth. The 
only thing (hat 
matters is who 
Hives, right? 


When big boys like these Urdar 
surround you, call on Thorns, 
which can kill up to 75% of 
your foes. 


fake some ilaniage back. Holy rieere is practical 
because It weakens any nearby enemies, due to the 
(reazing effect. Be sure to have at least one point In 
the Resistance auras (Fire, Cold, Lightning, 
Cleansing]; even a single paint will significantly cut 
down nti the damage inflicted by certain enemies, at 
least until you get Salvation. Might is nice early on, 
hut ynu should save your points far Concenlratian 
Instead - it adds higher damage bonuses, uninter- 
rupted attacks, and requires less points. 

Character Development: The two main stats 
to develop are Strength and Dexterity. Because you'll 
he weanng in and out of combat, you need to be able 
to both dish It out and lake It hack. Save a powerful 
two-handed weapon lor heroes or bosses, and slick 
to using a one-handed weapon and shield the rest ol 
the time. 


■ Can't decide between two really powerful- 


Single-player: The Cold and Lightning sklH trees 
are the hest ones to focus on. Particularly because 
the various Cold armors will help your defense 
Uemendously, and Lightning will eventually yield 
Energy Shield and Teleport All ol this will make you a 
lot harder to hit - making it easier for you to hit the 
enemy instead. For bosses, use Sialic Held to knock 
down your lea’s health before Dnishing them off. 


Both these rare weapons are nice, but it looks like I'll be keeping Viper Scratch owDealhSuiide^ 


caupiru CAHiaa waiii 










ine of tfie World 


In the northernmost reaches of the Forgotten Realms* lies the frozen region 
known as Icewind Dale. Journey deep into the Spine of the World mountains, a 
harsh and unforgiving territory teeming with fearsome and merciless beasts. 
There you must confront an ancient evil that threatens to unleash an 
unspeakable horror upon the face of Faerun. 


R eal-time combat usiny the Baklur’s Cate 
adaptation of the Advanced Dungeons 
and Dragon’s’ game system. Battle Ice Trolls. 
Giants and hordes of terrifying Undead - 
over 70 types of new monsters to put your 
valor tg. the test. 


A dventure through a wide range of 
breathtaking environments and 
beautifully rendered, scrolling terrain. 
Explore the region known as Icewind Dale, 
from magnificent temple.s and ancient ruins, 
to volcanic caverns and icy plains. 


From Black Isle Designers 
Chris Auellone and Jason Suinn 
Comes 




Official 
Strategies 
& Secrets™ 

The Exclusive, Official Strategy 
Guide ONLY from SYBEK! 


Inside this 300+ page guide 

you'll find: 

• Comprehensive walkthroughs for every 
last dungeon and cavern 

• Scores of detailed maps to guide your path 

• Essential strategies to help you brave the 
frozen wastelands 

• In-depth statistics for the weapons, 
armor, and monsters that await 

• Plus a free full-color poster! 

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DIABLO II 



NICE SET OF STATS Sorceresses now possess 
decent fighting skills. Vou should develop more 
than ju st your Energy stat 


SEPTEMBER 2000 


! and Glacial Spike in particular), 
f i uViV I mainly Itecause ol tire aiile effect 

of freezing your enemy. Damaged 
and frozen enemies make for easy 
" 0.1 r - targets for the rest of your party. If 

' f- you want pure offensive power, opt 

~ ' •* fitlow the Rre tree, and focus 

back, deliver a round of spells, and 

then join in on the melee combat mop'Up. 

Character Development: Ironically, the Sorceress is also a capable fighter. The stats you'll 
want to focus on are Strength and Energy. This will allow her to wield most vreapons and armor, 
which wrTI help when your mana run out and you need to engage the enemy in hand-hr-hand com- 
bat Uke the fighter, you'll probably want to stick to the tried-and-true, one-handed-weapon and 
shield combination. If you really want to play as a spells-only, old-school mage figure, then devel- 
op Vitality instead of Strength to make up for your lardr of powerful weapons or armor. 


can deliver 
some extra 


meant for you. 

Mercenaries S|^^H[|[||||||jj|||K^ -r''^ 

specializing in . 

Cold damage - 

are always ^ 

freeze and stow V . ' ’ 

down vour foes I " 

fnr vnii through: take the time ic explore the little 

lor you. dungeons and scour ell the remains oil uf enemies: even a 

■ We'll revis- common Sand Cat might carry a rare ring, 
it the topic of 

Hardcore mode on BattleNet, but for now, there's one easy piece of 
advice to consider: Be on the defensive. Always try to improve dexterit 
when leveling up, as that dictates how often the enemy will be able to 


Single-player: The Necromancer Is nol an easy guy tu build up. Throughout Uie firsi acl, you’ll 


designed to commend an army of tha undead, and skelelons can be created in large enough num- 
bers lu aclunlly bring this army Into being. Golems are your big bruisers, but since you can only 
have one of any given golem type at a Ume. you should mainly use them to dispatch enemy 
heroes and champions. In a single-player game, you'll do well to fill out your army with skeletons, 
skeletal mages, and the eccasional golem to eerve as your personal bodyguard. 

Midfiplayer: Far online play, the Necromancer serves two purposes. If your party has a 
Paladin, the Necromancer shauld concentrate on combat magic (Tealh, Corpse Erqilosion, Bone 
Spear), If there is no Paladin in your group, 
however, the Necromancer should use his 
curses. They are an ezcellent way to improve 
the combat effecthreness of a party. 

Character Development: Vour stat free 
should be one long sprint b Revive, it's the 
best Necromancer skill and once you have II, 
you're pretty much unstoppable. When consid- 
aring items, keep your eye out lor rings and 
amulets that help you cape with elemental damage, as the Necromancer is a bit unequipped lor 
that Oh, and a good scythe will compliment any Necromancer's wardrobe - it's powerful, and it 


What was perhaps the goofiest hoax in gaming has become a 
reality; the Cow Level. You'll need to have finished the game once, 
and have three things; Wirt’s Leg from Tristram (Act 1). a Tome of 
Town Portal and the Horadric Cube. 

First, make sure you're in the Rogue Encampment, then toss 
Wirt s Leg and the Tome into the Cube, transmute them, and voila, 
a portal to the Cow Level. Have fun mooing down the Cow King. 


Always cast Boire Armor before you hit a 
mana shrine or anything else that will 
restore your magic power. ^ . 


goes with your shoes. 


early and, later in the game, the Ice Arrow. Both of these will slew or slop enemies, keeping them at a 
safe dislanct lor your ranged attacks (and a level 3 ice arrow is a single-shot kill for inosi monsters, 
even In Acl 111). 

A particularly nasty tactic is to block a doorway by slopping a monsler with an Ice Arrow, then 
bombarding Uie trapped horde behind him with savage Immolation Arrows, Passive skills to focus on 
are Critical Strika and Penetrate (the better to knock down enemies belote they reach you), as well as 
the various dodging slulls. 

Mulfiplayer: Here, the Amazon plays a vital support — , 

role. Think olyoursell as artillory, softening up targets lor i * 
your front lines to lloish off. Weaken enemies with ’^!*l****^i',^ » 

Explosive Arrows end Immolslton Arrows end let your f y- 

Paladins and Berbarians do the rest of the work. Amazons ' 

era also good for covering a retreating party, buying Ume ' 

for the retreat by Inezing (and possibly killing) pursuing * aw 


ters, this lumbering brule ts the best equipped to deal with Uie tribulations ol trie in the wild. The 
first thing any self-respecting barbarian should do is raise his Find Potion attribute. Rit most ol 
the first act, this is a bit useless, but once you gnt into the latter parts ol the game, you’ll be 
thankful for the constant supply of health potions this skill provides. With only 1 or 2 points dedi- 
cated to find Potion, a Barbarian can stay In Uie midst of baffle for hours without ever resorting 
to a town-portal scroll 

Multiplayer: Your war cries are your best friends; they can raise your party's stats to dizzying 
0 more hostile battle cries, such as War Gry and 
Taunt Taunt is particularly useful lor online games, 
especially when one of your party’s magic-users is 
being swamped by Thunder... er... Saber Cats. 

Character Development: Of Iho other Barbarian 
skills. Iron Skin b fantastic - get if as soon as you 
an able. By Ibn time you I 


I Gheed atrd his • 
courtferparts i' 

ofierr hold some ’ 
amazing items, if 
you've got the 
guts to take a ‘ 
risk. 


I afford H, your 
mpossibletohUbui 

' mij NIII0 bil bilfi Ib. in I. dtlins. kn 

this lUII nahes it laiy II you hav, a high aeriirln taba) - and 

jioa should - liens. Is also an exlieniel. allectivs shill, as Is Whhynd. Howave,, Ihe Leap Atlank 
Is ptahahly Ihe single most allaillia shill lha Barhiilan posseasas: II sen gal yaii In end nul nl 
hnllln gnichly, and II dnna a »agnn-laad nl daipago In Ihe dalondlng parly. Is In, letpann and 
aiDioi... tahe yaur plahiTha Baibatlai can asa Baylblng. Far haaaaa. Iho •aapaa-shlald aaaihlna- 

llonworhs well Fnr eyeryonaelae. go Gladlalnr stylo and uaa held twa-handedweaponi 


elaia on yon. By Aal II. yaa ahoald alail damping shill palais iata ynar Ear 
Inaalag heavily an ipaglE In lha later ants. Man aatlltllog year abaracler. 
that enhance your Attack rating, and especially anything that replenishes 




^ ^ ; ■ ttie Terriin paradise of Buenos mfes has been> 

^ 0 /^'^-:^ • 'annihilated by a guided meteorite! Fedem Intelligence > 
^ has established^the source of the meteorite as ™ndathu, home\ 

world dfthe flrachnids.! It's'time to earu your place in me human racg.,.; 
Command a crew of heauily-armored, totally insecticidal troopers throughout a blitoing H, 
real-time strategy triai-iy-fire. Launch air-strikes, capture prisoners, and nUhe buy-holes as you^ : 
face off against uicious bug battalions - including Tanher Bugs, Hoppw bugs, and of^urse. Brain Bugs. 

. < ' ^ - Answer the call! Defeild your planet! Destroy all insects!.,^ 


Of-The-Brt military Technology! " n'''Customiz<i mission Teams! 

ln(1uslrie&.lnc- AH Riglils Rgsorved. ©2000 Hasbro liileraclive, Ihc. All Flighty Reserved.’ 


Swarms Of Giant Arachnids! State-( 

► Slarship Trooiiers; TM & © 2000X^liim^ta Pictures 



1 








©2000 Sw8 On-Une. Inc. All fights fesaveO, Siena. Sierra Shidios, and Thnw ot Dartaess are traflemarKs cf Sieira On-line. Inc, Developed b, Click Entertaininenl. j 


I# 


In the ancient land of Yamato, 

an aging and power-hungry warlord turned to 
darkness in his mad quest for eternal life. 

1 

His soul ravaged by the demon Raien, 
tn^warlord released hordes of undead 

warrT®^ and hellspawn to crush all life from 
ts^fEis kingdom and the four houses of power 
“ „^^whOj.swore fealty to his throne. As bodies 
tester from the warlord’s assault 
seven sarn.urat stand ready for their 
final mission — 

revenge. 

^ your samurai through ten 

h%e environments of fast-paced 
^ action role-playing based on 

^ Japanese monsters and myths. 


,,t 

v" 

I,, 


V 

... p. 



li- Get ready for intense multiplayer 
mayhem! Up to 35 
people can play online and vie for 
the mantle of Dark Warlord. 

^ Innovative character AI 

gives you more than 30 < 

commands for you to lead k, 

your party throug^h the ' ^ 

always-changing landscape 
ot the single-player game. 


if 

I 



Mnilg fEMIBE 

ES 


CLI@K 


WWW. throneofdarkness.com 



Outstanding The rare game 
(hat gets it all right A must-play 
experience. 





We review only 
finishetl games- 
no betas, no patches. 


SPOTLIGHT REVIEW: SHOGUN: TOTAL WAR 


Sun Tzu would be pleased with SHOGUN's artful blend 
of strategy, simulation, and action 


The Way of the Warrior 




THE CASTLE OF PAIN Gorgeous environnients and realistic sound effects create a highly immersive and authentic tableau 
Terrain, weather, fortifications, and troop types all play important roles. 


T omorrow at sunrise, I, honorable Daimyo of the 
Mori clan, march my Samurai army against 
Taketia castle at Kai. Even though my shinobi 
spies tell me that Takeda is ready to topple, I have 
taken extra precautions by dispatching Horse Cavalry 
from the nearby highlands of Izu, and Warrior Monks 
from our homeland at Mimaska, 
Many seasons and countless 
sacrifices place me on the 
threshold of complete victory. I 
do this in the name of Mori 
honor, Tomorrow, the Takeda 
perish and all 60 provinces will 
unite under my banner. 
Tomorrow, i become Shogun 
of Japan. 

Welcome to SHOGUN: 
TOTAL WAR, a masterfully 
designed strategy game set in 
the tumultuous period of 


CGW RATEn 


I An epic game that 
! will please James 
Clavell fans, 

I Japanese military 
historians, and 
Risk'iouers ready 
I for the next 
I challenge. 


Multiplayer lacks 
I a campaign 
element; no turn- 
I based multiplayer 
! mode. 


Japanese history known as the Sengoku Jidai, or the 
warring states period of the 16th Century. SHOGUN 
not only provides an excellent mix of gaming genres 
for the historical wargamer, turn-based strategist, and 
3D-action buff, but it's also an extremely stable game. 
SHOGUN's 3D combat engine is likened to warring in 
the majestic Kurosawa film. Ran. without the melodra- 
matic tragedy. Thank goodness - Electronic Arts and 
Creative Assembly released SHOGUN just in time to 
rescue gamers from a noticeable shortage of quality 
strategy-simulation games. 

Cutting Down the Enemy Is the Way of 
Strategy... 

SHOGUN offers four gaming choices: an in-depth 
campaign mode; a historical battle mode for recreat- 
ing one of five historical battles in realtime; custom 
battle mode for creating your own army unit disposi- 
tions in realtime; and a multiplayer tactical-battle mode 
via LAN or Internet. There's also a detailed tutorial to 


flcquirements: Pofillufr 200MH; MMX. 32MB RAM. 4x CD-ROM. SCDMB haul drivo space. 

Recommended Requiremente: Pentiiim 300MHz or AMD K6, B4MD RAM. 8x CD ROM, 1.5GB hard drive space. 

3D Support: 4MB PC or AGP video card w/DirvclX 7. Multiplayer Support: 2-8 players v/illi 33,6 kbps or faster connection. 


Publisher: Electronic Arts • Developer: Creative Assembly • $29 > www.ea.com 
ESRB Haling: Teen; animated violence. 









QUOTE OF THE MONTH 




If the developers were really 



help you better understand the tactical phase of SHOGUN's real-time 
3D combat. Your goal in the campaign game is simple: Unite all of 
Japan under your rule through combat and subterfuge and become 
Shogun, or supreme military dictator. SHOGUN is about ambition 
and war. 

In a campaign, you choose from one of seven clans to rule as the 
Daimyo (warlord). Each clan possesses its own strengths and weak- 
nesses, which determine your strategy. The Mori clan, for instance, 
builds warrior monks at lower cost. However, unwieldy terrain leads 
to a lack of farmland, limiting the amount of income the Mori can pro- 
duce. Conversely, the Hojo start off with the highest income and can 
therefore construct castles at a lower cost. Choosing clans like the 
Uesugi is more challenging because their provinces are stretched 


trying to impress the notion of damnation 
on the player, mission accomplished. 


— Brett Todd, reviewing VAUIPIRE; THE 
MASQUERADE— REDEMPnON. 




Suddenly, This Summer 


By Tom Price 

S ummer is the time for dry spells, be they weather-related or on the 
gaming front. Game publishers usually save their big new releases for 
the lucrative holiday buying season of late fall. But this year, some- 
thing strange is happening. A whole slew of highly anticipated games are 
hitting shelves early, and by the look of this month's reviews, they're a 
field of winners. SHOGUN, MDE 2, GROUND CONTROL, DIABLO-freakin-2! Not 
to mention some unexpected gems like EVOLVA and COMBAT MISSION. And 
reviewing DEUS Ex, DARE REIGN n, and WARLORDS; BATTLECRY for next 
month's issue will keep us indoors until all this annoyingly nice weather is 
past. At least we're no longer in danger of losing our pasty complexions we 
worked on all winter. 

Hopefully, publishers will make this mid-year renaissance an annual 
occunence. Too many good games get crushed under the holiday rush, and 
gamers are tired of making Q1 games last until Q4 (although THE SIMS sure 
hasn't run out of steam yet). Now, you'll be playing DIABLO n right up until 
Christmas Eve (what? You were going to do that anyway?). Drop me a line 
at tom_price@ziffdavis.com and let me know which summer release you're 
most looking forward to. I'll be out by the pool, enjoying a mai tai, playing 
ARCANUM on a laptop. 



thin. Regardless of clan, strategy depends on developing and manag- 
ing their provincial resources in order to build armies for conquest. 

The strategy aspect of SHOGUN is as easy to grasp as that of the 
classic Milton Bradley boardgame Shogun (now called Samurai 
Swords), but with greater depth. SHOGUN tests your resource man- 
agement, diplomatic, political, and advanced planning skills, but it 
also tests your skills as a battlefield tactician. Similar to the 
boardgame, you move units around the map to gather intelligence, 
assassinate rival generals and emissaries, negotiate treaties, and 
attack enemy provinces. 

To be successful, you must first generate income from your lands in 
the form of SHOGUN's main resource, koku (the amount of rice nec- 
essary to feed one man for a year). In addition to feeding your troops, 


SEPTEMBER REVIEWS 

GAME 



Army Men: World War 



Army Men: Air Tactics 



Combat Mission 

A * A A * 


Diablo 2 

A A A A A 


AAAA* 1 

EverQuest: Kunark expansion 

A A A A J 

Evolva 

★★★★★ 

■ 

Flying Heroes 

★ ★★★★ 

1 

Ground Control 


1 

Kiingon Academy 

'k-A-A-k-k 

1 

Lemmings Revolution 

AAA-AA 

1 

MDK2 

A A A A V 

Operational Art of War: COW Edition 

A A A A A 

PGA Championship Golf 2000 

A A A A A 

Shogun: Total War 

A A A A V 

SimCity 3000 Unlimited 

AAAAA 

1 

Test Drive: Le Mans 

kk-AAk 

1 

Vampire: The Masquerade 

kkkkk 

1 


93 







REVIEVy 


SHOCSUIM; TOTAL. WAR 


NONE SHALL PASS Crossing a bridge can wreck a force's morale. 
Archers make a great defense as they rain arrows at those attempting to 
cross. 



CONTRACTOR NEEDED: INQDIRE WITHIN SHOGUN'S tech tree 
is easy to understand, but make sure you know what troops you need 
before embarking on a lengthy construction campaign. 



koku is needed for constructing buildings and training new units. 

You can increase koku production by improving farmlands, building 
ports, or raising taxes; but if you raise faxes too high, you run the risk 
of rebellion. 

Each province has the ability to produce koku, and in turn, to 
develop the necessary structures to build your armies. Constructing a 
castle allows for more upgrades and building options, which in turn 
creates more options for training units, Later in the game, special 
events will occur such as the arrival of Dutch or English Traders, who 
give you the opportunity to build more advanced structures like an 
arms factory for muskets. SHOGUN also includes a slew of unit 
types, from basic Samurai Archers and Yari Samurai (spearmen) to 
more advanced Musketeers, Ninjas, and Geisha assassins. Units can 
be enhanced with improved weapons, armor, and morale. The game’s 
straightfonivard technology tree makes the research and building 
model manageable. 

The Way of the Warrior Is Death. . . 

Shogun provides three options when attacking or defending a 
province: Command your troops personally, let the computer decide 
the outcome, or retreat into a nearby province. Choosing to com- 
mand your troops personally switches you to the blood and guts of 
SHOGUN - 3D real-time tactical combat, where you can control up 
to 2500 samurai. Before combat starts, however, you get to assess 
weather and determine a course of action: Fight now, or wait for 
more advantageous weather conditions under a clear sky, or during 
rain, snow, or fog. Depending on the troop dispositions, it can be 
advantageous to fight in the rain, if, for instance, they possess heavy 
cavalry - rain wears cavalry down. Once battle begins, you control 
units through a robust interface, with a combination of keyboard com- 
mands, mouse clicks, and/or desktop icons. Combat takes place on a 
variety of wonderfully rendered 3D terrain maps, and the atmosphere 
is heightened with good audio effects and ambient music. 

Shogun's combat model is as authentic as they come, and dur- 
ing the battle, factors like troop types, morale, formations, terrain, 
weather effects, and fatigue all come into play. Creative Assembly did 
its homework and applied Sun Tzu's Art of War principles to each 
unit’s Al. So, for example, brute force is usually not enough to win. 


Units haphazardly thrown at the enemy will surely be routed before a 
battle's end. 

Eliminate all rival clans, Ronin, and rebels, and you will become 
Shogun. As Shogun, you are presented with an interesting cinematic 
describing the fruits of your efforts, both past and present. What's 
next? Play again or move on to multiplayer, via LAN or EA's Internet 
server. There's nothing more adrenaline-pumping than eight armies 
slugging It out in some Japanese valley. However, I did have a beef 
with Shogun's multiplayer game. It not only lacks the ability to play 
in turn-based mode, it's also missing a save-film feature for reviewing 
battles already played. What were they thinking? 

Be Extremely Mysterious, Even to the Point of 
Soundlessness... 

As good as SHOGUN is, it’s not perfect. The simplistic interface 
suddenly becomes tedious when controlling several provinces and 
hundreds of units. A menu option similar to that in BRAVEHEART 
(which allowed viewing of general production cycles at any given 
time, both territorially and locally), would have been more efficient 
than clicking through two dozen provinces in order to calculate struc- 
tures and unit dispositions. 

1 was also disappointed with the diplomacy model. Treaties with 
neighboring clans are broken without justification. And even though 
you can form alliances with neighboring clans, you cannot join forces 
to defeat a common enemy. Alliances rarely last long, serving only to 
stall the enemy while preparing offensives. 

I was generally pleased with unit balance, except in the case of the 
Geisha. Anyone using them usually has the upper hand in assassinat- 
ing enemy generals, shinobi, and emissaries. I also found Ronin and 
rebel-controlled provinces to be more powerful than any of the seven 


BORDER RAMA By the time you are ready to expand, you should know 
the advantages and disadvantages of all seven clans and of the 60 
provinces you need to conquer. But make sure to bolster your security in 
the form of castles, garrison, and shinobi counterspies before undertaking 
an offensive. 



ABACDS WANTED After each battle, a summary screen tallies victory 
or defeat, while assessing individual unit performance in honor gained, 
heads taken, men lost, and remaining troops. 



tfTii 


SEPriMBER BOBO 


cgw. gamespDt.com 


CSMPOTEB SAHIN6 NDRLB 





I 



DZOOO Digital Fusion. Inc. All rights reserved. Published and distributed by WizardWorks. an Infogrames Inc. company. All other trademarks and registered trademarks are the property of their respective owners. 


8 You are the last line of defense against an -..vv 

overwhelming enemy assault. Blast away at land, 

I sea and air forces as they rush you from every 
: direction. Clear the beach, defend your post and 
; pray that the supply plane comes in time! 


IT AIIN’T XO BEACH PARTY! 


, • Aim in on landing troops, helicopters, tanks, grenades, 
; jet fighters, bombers and more! 

• In your face hardcore photo-realistic 3D action! 

rijj, , • Wave after wave of intense enemy assaults! 


AVAIMBLE XOM ! 






REVIEW 


SHOBUIM: 


TOTAL WAR 



clans. Destroying them requires more resources and concentrated 
effort than it should. The throne room is of limited utility in the game. 
It’s the only place where you can receive emissaries to form alliances, 
but beyond that, it's a waste of time. Your advisor spouts obscure 
wisdom from Sun Tzu that rarely pertains to current events. It would 
have been beneficial if an abacus was added to show each of your 
province's koku revenues, or a map detailing army victories, or even 
court entertainment in the form of the geisha playing Japanese 
sonnets (she just sits there). 


The tactical game, though well made, has some minor shortcom- 
ings as well. During the fray, it’s difficult to discern which units are 
which, especially during the heat of a massive melee. Color-coded 
highlighting - as in MYTH - would have been a welcome addition. 

Despite these flaws, SHOGUN possesses an impressive amount of 
depth and replay value in both strategy and tactical gameplay, making 
it the leading candidate for Strategy Game of the Year. Bottom line; 
SHOGUN is well worth the price, so strap on your Do, powder your 
Katana, and join the armies of the Sengoku Jidai. 




Shogun Strategies 


Achieving Battlefield Mastery 

Shogun adheres to the classic book on strategy and tactics 
by Sun Tzu, Art of War. “One should appraise a war first of all 
in terms of five fundamental factors,” writes Sun Tzu. “The first 
of the fundamental factors is politics; the second, weather; the 
third, terrain: the fourth, the commander; and the fifth, doctrine." 
In SHOGUN, all of these factors apply. 

Politics: Play the Hojo clan if you're having difficulty. The 
Hojo are the easiest to manage because of higher koku yields 
and defensible borders. Make alliances with surrounding Clans 
so you can focus your attacks on one enemy at a time. Clans 
like the Takeda, Oda, and Imagawa are not to be trusted since 
they tend to break alliances quickly, and this is especially true if 
one of your provinces invites attack. Target wealthy provinces, 
and likewise, make sure you shore up defenses on your own 
valuable provinces. If you fall short of koku, raise taxes for only 
one turn. Use shinobi to encourage rebellion in enemy 
provinces with low loyalty ratings. It'll keep the enemy from 
mustering offensives against you. 

Weather: Know what effect weather has on all troop types. 
Rain renders Arquebusiers useless once their powder gets wet 
(the more advanced muskets can still fire), Archers also suffer 
effects in rain, since bowstrings dampen; and with wind, 
because accuracy is reduced. Snow will reduce the mobility of 
all units, especially cavalry, which easily tire. 

Terrain: Review the battle map before starting the battle and 
look for key strategic points like bridges, forests, and hills. 
Higher ground increases archers' accuracy and range, it is also 
better to attack downhill, since units attacking uphill tire quickly. 
Use heavily armored troops and cavalry to draw out the enemy 
before committing a full-scale assault. 

Commander: Morale is very important in SHOGUN; build it 
in your army by utilizing the same units and commanders. 

Higher morale makes units more effective in combat, Always 
use the generals (Taisho) with the highest honor in battle. Their 
honor bonus is passed to the troops they lead. Likewise, con- 


AVALANCHE! By using terrain and weather affects, red army holds the 
upper hand ~ literally. Red archers are able to rain arrows more accurately 
and effectively, whereas, because of snow, green army’s troops are heavily 
fatigued before combat begins, making them highly susceptible to rout. 


THOSE WHO HAVE EYES BUT CANNOT SEE The battle starts out in 
fog. The red army did not scout for the enemy, sn it marches haphazardly into 
a valley, then proceeds to attack a green army, perfectly formed and waiting 
on the slopes. Within minutes, much of the red army scatters because of 
fatigue, loss of men, and lowered morale. 


centrate your attacks on the enemy Taisho. If he falls, then the 
enemy will rout faster. In turn, always protect your generals with 
an escort of shinobi or ninja for security against any assassina- 
tion attempts. 

Doctrine: Die-hard strategists may be tempted to skip the 
tactical game altogether and to allow the computer to decide 
the fate of their armies. Even though the A1 is balanced, I 
strongly recommend you play the tactical game. Commanding 
your army in battle almost always improves your chances. 
Remember to destroy as much of the retreating enemy as pos- 
sible, or they will return to fight you another day. Use cavalry 
units to run down routing troops, or try maneuvering a unit 
behind them, to cut off retreat. 

Use formations during battle. Loose formations are great 
for decreasing the effects of missile attacks, whereas close for- 
mations will hold key defensive points more effectively. Wedge 
formations are effective in breaking enemy defenses and lines. 
Use cavalry to attack archers. And Warrior monks are more 
effective if “engaged at will." 


96 


SEPTCHBER 2000 • 


CDMPDTER 6IIMIN6 WGRIB 




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‘He's dead 
meat." 


‘Cover me, I gotta 
pay the pizza guy.' 


‘Squadron, look out for 
stealth fighters." 


THIS IS ND SOLD MISSION 


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Conquer the galaxy with a uttle help from your friends. 


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REVIEW 


ACTION 


i 




1" 


H Bioware delivers humor and 

a, 

H comic bookology in their 

H surprising sequel 

1 Many Doses 

1 

1 of KAPOW! 

so, THIS IS WHAT A VISIT FROM 
6ALACTUS FEELS LIKE The boss design is 

1 ),■ top-notch throughout; each boss is huge and 

requires a bit of puzzle-solving to beat. 


amers who lament over the lack of comic-book inspired 
games - here's one staring you in the face. Okay, so no one 
has an “S" slapped on his chest, and there's nary a Marvel or 
DC logo anywhere on the box. But everything about BioWare's MDK 
2 - its load-screens, cutscenes, level design, and gameplay - 

appears to have leapt right off a 
four-color panel and onto your 32- 
bit color screen. MDK 2 brings you 
the best of what Jack Kirby and 
Stan Lee had to offer in the 60s: it’s 
a mad vision of heroes that fly, ram- 
page, and invent with reckless aban- 
don, pitted against over-the-top villains who spout world-conquest 
diatribes. It features pure action that screams “ROW! BANG! 
ZOOMI" 

Crisis on Infinite Canadas 

Plotwise, you couldn't get much lighter than 
MDK 2. Max, Doc Hawkins, and Kurt are 
enjoying some brews after the end of the origi- 
nal MDK when yet another alien minecrawler 
attacks Edmonton, Canada. Kurt is dispatched 
quickly, and soon you’ll find yourself romping 
across the planet, Hawkins' ship (the “Jim 
Dandy"), and a variety of alien craft. Gameplay 
is similar to the previous game in that you'll be 
zipping down a linear series of interconnected 
locations, and you'll have to either thump or 
jump your way past obstacles. 

The major departure from the previous game 
is that you’re playing all three characters, not 
just Kurt. Max stops being an airstrike weapon 


THE NAME’S SHWANG. SHWING SHVUANG The cutscenes 
featuring Dec Hawkins are the best, as they combine a perfect voice with 
some realty silly lines. 



Well, Shwang • If that Is you* real name • just you 
aliens wait imtil I get my janitor back! 


LIGHTNING SPIDER AWAY! It's big, it’s flashing, it's pretty. I really 
have no idea what's going on, but I'm too bedazzled to care... 

f!' 


-■rf) 




MDK 2 

I reviewed by Thierry Ijguyen 


CGW RATED 



It’s a comic hook 


rendered as a 
game: colorful, 
ouer-the-top, 
action-packed, 
and fun. 



Platform-game 
holdovers, like 
twitchy controls 
and jumping 


puzzles, provide 

the wrong sort of Requirements: Pentium 20 OMH 7 . IGMB ram. 250MB hani drive space. 3D card. DittctX-canipalible sound canl. RpnmpiWlld'JBe^^fBhts: l^nBUin-ll 
challenges. SIHIMHz 64MB ram. 30 Support: OpenOL Multiplayer Support None 


Publisher Interplay * Developer: BioWare • $40 • www.interplay.com/mdk2 • ESRB Rating: Teen; animated blood and violence. 




SEPTEMBER 2DQ0 • 


EOMPUTEB GAMING WORLD 










REVIEW 



and gets his own levels, while Doc Hawkins branches out from briefing-giving 
to adventure-taking. Out of the game's ten levels, each character is featured 
in three, with the final level giving you the choice of which character to be. It's 
all one sequential story, and the game manages to actually make sense of 
your switching characters so much. 

The character switching brings out three unique ptaystyles. Just as in the 
original game, playing Kurt involves jumping, shooting, and sniping. Max is 
more about pure action, as he pumps out bullets from guns in each of his 
four hands; the gunfire is only interrupted by the occasional jumping puzzle. 
Finally, Doc Hawkins plays like an action-oriented LucasArts game; you'll 
have to pick up inventory items and combine them in bizarre ways to solve 
puzzles, dispatch enemies, or find ways of jumping around. These puzzles 
range from fixing a leaky pipe to guiding a goldfish through some funnels in 
order to flip a switch. 

Whatever Happened to the MDK of Tomorrow? 

Since MDK was designed by Shiny, there’s the question of how BioWare 
addressed the general humor and attitude of the original. Rather than try to 
imitate Shiny's style, they made their own distinct mark in the spirit of Shiny's 
method. Instead of focusing on the odd/twisted or the extremely weird items, 
BioWare focused on goofy dialogue that uses a mix of pop culture, scatologi- 
cal humor, and well-cast voice actors. The result is that MDK 2 is as funny as 
the original, but in a different way. 

While you're busy laughing at Doc Hawkins’ one-liners or groaning at the 
farting aliens, you’ll also notice the absolute beauty of the game. This is one 
to show off that brand new VooDoo 9500/GeeForce 47 you bought. 
Whatever card you’ve got, this game will paint luscious vistas, dazzling lights, 
insanely detailed enemies, and eye-wrenching visual effects. It's also a very 
tightly-programmed engine - just about any decent machine can run the 
game comfortably at 1024x768 resolution, and power-gamers will get good 
frame-rates even at 1 600x1 200 resolution. The exceptions to this are levels 
seven and eight; you'll probably want to turn the detail down a bit on these 
levels, unless you like grinding along like a slime-less slug. 

The Dark Platform Saga 

While the game is full of big, gorgeous fun and zany laughs, it’s still got 
some problems. This is a platform game at heart; hence, it comes with some 
of the same problems inherent in most platform games. 

The control scheme is still a bit twitchy. Even though the default scheme is 
designed with the first-person-shooter fan in mind (keys for movement and 
mouse for aiming), jumps and turns still tend to be out of whack. Sometimes 
your character will either turn way too quickly or way too slowly, or you'll find 
yourself dying because you didn’t quite hit the jump button hard enough. Doc 
Hawkins, in particular, suffers from an awkward interface, mostly in the 
“arming" and using of certain items. 

The jumping puzzles, for the most part, are pretty fair, although there are 
some that are insanely difficult. Even players who were, like myself, weaned 
on MARIO, PITFALL, and SONIC will find themselves slamming their desks as 
a result of some jumping puzzles in level eight, specifically. 

One of the main differences between the PC version and the DreamCast 


version is the addition of a Save-Anywhere feature. I'm a huge proponent of 
Save-Anywhere, but it does mess with puzzle design, effectively rendering 
null some of MDK 2’s more challenging situations. This is most evident on 
Doc Hawkins' levels, where some of his puzzles are solvable by trial-and- 
reload, rather than by thinking them through. 

All in all, despite some ire-raising puzzles and twitchy controls, this is a 
flat-out fun game. Approach this as it is; a well-crafted action game that 
emphasizes shooting, sniping, jumping, and puzzling. Don't go in looking for 
the future of action gaming. Look at it the same way you would a classic 
comic; big, colorful, dumb (in a good way) fun mixed with goofy humor, 
pulse-pounding action, and an appreciation for guys in costumes thwarting 
aliens in bigger costumes. 



COMPUTER GRMINO WORig 








The first 3D wargame scores a major victory 

Wargaming’S New Look 


F or years, wargamers had been pleading for games that took 
advantage of advances in computer technology to create origi- 
nal, engaging simulations. Instead, they got games which either 
looked like more realistic versions of games they had played in paper 
form, or which used the computer as a calculation machine for 
incredibly complex combat systems - but which were still based on 
mechanics from 20 or 30 years ago. Recycled ideas have been the 
hallmark of wargaming. 

COMBAT MISSION takes these 
tired ideas and tosses them out. In 
their place, it asks the question: 
How can a computer wargame 
use attractive graphics in the ser- 
vice of accurate simulation, and 
make the combination fun? The 
answer is a fully 3D, turn-based 
masterpiece in which players plot 
their moves simultaneously, and 

then watch their orders unfold in 60-second slices of realtime. It’s the 
game everyone imagined 20 years ago as the ultimate “computer 
wargame." Guess what? It's finally here. 

Western Front Shootout 

While the first thing that might come to mind upon seeing 

COMBAT MISSION is a WWI! version of SID 


COMBAT 

MISSION 


MEIER'S GETTYSBURG, the similarities are limited to 3D graphics 
and a foundation in history. COMBAT MISSION is actually more akin 
to familiar hex-based games such as RISING SUN or WEST FRONT. 
The biggest difference is the 3D presentation, and wargame veterans 
will find that at the tactical level, this changes everything. 

The subtitle of COMBAT MISSION is “Beyond Overlord," and the 
scenarios all deal with battles fought on the Western Front on or after 
June 6, 1 944. While most combat units are squads, individual vehi- 
cles and leaders are depicted, as well as smaller units such as 
special weapons teams. Players can command American, German, 
French, British, and even Polish forces in battles such as Falaise 
Pocket and Operation Market-Garden. The number of unit types 
depicted is staggering, and this allows for great freedom in scenario 
design when using the editor. “Operations" consist of multi-scenario 
battles over a large map, and introduce supply considerations. There 
is even a “Quick Battle” function that generates random scenarios 
based on some general user-specified parameters. The replayability 
of COMBAT MISSION is almost endless. 


What's That Burning Smell? 

One of the most striking aspects of COMBAT MISSION is the 
degree to which it demonstrates the inadequacy of traditional two- 
dimensional, hex-based representations of combat. After many years 
of playing hex-based games, it’s easy to internalize a set of conven- 
tions {such as line-of-sight rules) and mistake them for the real thing; 
COMBAT MISSION takes these illusions and obliterates them in 
spectacular fashion. The simple act of turning a 2D environment 
into a 3D one changes the way players look at the battlefield. 
Important terrain features have to be identified from a “real 
world" perspective. Keeping troops in supporting positions, cre- 
ating crossfire zones, and maintaining proper command dis- 
tance all become far more difficult when you take away the 
crutch of a flat map and a hex grid. The command experience in 
COMBAT MISSION is far more realistic as a result, 

Gameplay consists of each player plotting his orders during 
the Orders Phase, and then watching them simultaneously 
unfold during the Action Phase. Free camera control allows 


Requirements; Pentium IBBMHz (Pentium 20Q!i1Hi it no 3D can!), 32MB RAM. 1G0MB hanl drive space. Recammended flequirements: Penbum-ll 3D0MHZ. B4MB 
RAM, 16MB 3Q graphics caFil. 3D Support; Direct 3D. Glide. Multiplayer Support: PBEM/hotseat (2 players). Internet with upcoming vl.1 patch: one CD per player. 



Publisher: Battlefrant • Developer: Big Time Software • S45 • www.battlelranLcom « ESRB Rating: Not rated. 






REVIEW 


players to view this action from whichever angle they choose, or to 
lock the view on important units, 

Despite its focus on command and a realistic view of the battle- 
field, COMBAT MISSION is not an abstracted “command-level" model 
of warfare where you give your units general orders, and then sit back 
to watch the results. Underneath the 3D graphics is a wargame that 
is as detailed and open to micromanagement as any traditional hex 
game. Every unit must be given exact orders regarding where, when, 
and how fast to move, at whom to shoot, and how to reach its desti- 
nation. The interface allows for minute control of your units through 
sophisticated waypoint schemes and different movement modes. The 
units themselves have some intelligence, and will take measures to 
defend themselves if unexpected circumstances arise, but the game 
very much hinges on how well each player plans their turn, down to 
the last detail. 

The simultaneous-move system and the unique environment make 
COMBAT MISSION a very challenging game. Tactics have to be coor- 
dinated, and even though each turn only lasts a minute, that minute is 
a long, long time during combat. Many things can happen, and a few 
mortar rounds or the unexpected arrival of an enemy tank changes 
the entire battlefield situation instantly. The best tactics are those 
that anticipate problems, which means players have to visualize how 
their orders will unfold during the turn, and not simply their position at 
the end. When playing ail but the smallest of scenarios, this can be 
very challenging. 

Players who meet this challenge, however, will be rewarded with a 
wargame experience unlike any other. Turns can be viewed repeatedly 
and from many different angles, and it is during this replay phase that 
COMBAT MISSION comes to life, Watching your infantry get 
ambushed is a heart-stopping experience, and playing the game can 
be like watching a good war movie. The tension is higher than in any 
wargame to date - even the CLOSE COMBAT series. It's a different 
kind of tension, to be sure, but it’s no less nerve-wracking. The excel- 
lent sound effects enhance this feeling immeasurably, 

COMBAT MISSION has all the features (rally, panic, smoke, river 
crossings, artillery) that wargamers would expect in a game like this, 
and adds a few new ones. Units can be spotted by sound alone, 
making tanks particularly hard to conceal when moving. Command 
lag means that units farther from a formation commander suffer some 
delay in executing their orders. Added together, all these features 
make for one of the most detailed simulations available. 

COMBAT MISSION is not perfect, but it's awfully close. The 
biggest problem is the tack of an overview screen to help players 
locate units. The designers say this was a conscious omission to 
reduce the player's omnipotence, but it can be a little frustrating in 
some of the larger scenarios. Some animations, like the flames com- 
ing from burning vehicles, are a bit sub-standard when viewed up 
close. There is also no TCP/IP play available yet, although Battlefront 
promises a free upgrade to remedy this later in the summer. These 
points are dwarfed by all of the things that COMBAT MISSION does 
brilliantly. Unlike some other wargames from small developers, 
COMBAT MISSION includes a sturdy, 170-page manual that explains 
the game in detail - it even has an index. 



The economics of game distribution have hit wargames particularly 
hard, and COMBAT MISSION is no exception. The game is not and 
will not be available in retail stores, and can only be purchased 
directly from Battlefront via their Web site. But this shouldn't deter 
anyone from buying if. The trend toward derivative game design 
means that revolutionary games come along rarely. COMBAT 
MISSION is a revolution on CD. Join it. f<d’.7 


Fighting the Faux Foe 


W argame artificial intelligence (or the lack of it) has 

been a prickly problem over the years. The fact that an 
experienced wargamer can generally crush most game 
Al means that for a true challenge, wargame fans need live oppo- 
nents. This is a problem when most wargames are turn-based 
and don't lend themselves to Internet play, and many people don't 
like the drawn-out nature of play by email games. The difficulty 
introduced by COMBAT MISSION'S 3D perspective might obscure 
the fact that the Al is pretty darn good. As usual, the computer is 


better on the defensive than when attacking, but in general, it 
puts up quite a fight Concealed units choose targets wisely, 
instead of just taking potshnts at the first half-track to blunder 
past them. Units are smart about moving; A tank, when brought 
under heavy fire near some trees, backed up behind them instead 
of turning around and exposing its rear. While the best competi- 
tion will still come from head-to-head games against good 
opponents, COMBAT MISSION has a few tricks to show off in 
single-player mode. Don't underestimate your enemy! 


CDMPUItR 6IIMIN6 WOBLB 


103 





ROCKET RANGER Some units, like this Rocket Terradyne, are excellent at 
taking dovm both air and ground units. Their weakness: infantry. 

MORE POWER The more powerful a unit is, the less of them there will be in a 
squad. From left: Main Battle Terradyne, Heavy Terradyne, Artillery Terradyne. 



• /T>.. 

/ // 

'■ 1 . .■ 

f - ' ' ... 

f'i.' ' ’ '44, ' . v; 

Sierra’s new tactical RTS makes the grade 

Familiar Territory, New Ground 



G round control is the latest in a new wave of real-time 

strategy games that eschew the traditional resource harvest- 
ing and tech-tree climbing model in favor of pure, unrelenting, 
tactical combat. Think MYTH, but with healthy doses of COMMAND & 

CONQUER, TOTAL ANNIHILATION, 

and HOMEWORLD, In raw gameplay 
terms, GROUND CONTROL is spot 
on, delivering one of the most viscer- 
al “you are there" depictions of com- 
bat we’ve seen in this game-style. As 
a complete package, it does have 
some problems, the most obvious of 
which is a cliched storyline wrapped 
around cliched missions in which the rigid scenario-scripting fails to 
provide much challenge or replayability in single-player mode. 

Plot-o-matic 

It's 2419 , and super-powerful corporations rule the post-apocalyp- 
tic earth. (Sigh.) War has been banned on terra firma, so the corpora- 
tions pit their security forces against each other for control of mysteri- 
ous alien technology found on a desolate colony world. (Yawn.) You 

are a loose-cannon field commander with 

authority issues {Z77272722) who must lead 
your squads of infantry, armor, support vehi- 
cles, and aircraft through the standard escort- 
defenseless-units and take-out-the-radar-type 
missions. For the first half of the game, you 
play as Major Sarah Parker of the Crayven 
Corporation's security forces, and for the sec- 
ond half you play as Jarred Stone, a Deacon in 
the Brotherhood of Nod... er, I mean the Order 
of The New Dawn, in a hackneyed story that's 
been done so many times before that anything 
less than parody is unacceptable at this point. 


CGW RATED 



Units for the respective factions differ fundamentally, but are still 
well balanced. The Crayven vehicles (or terradynes) are all tracked or 
wheeled, while the Order's units all hover (that's why they're called 
hoverdynes, duh). As a result, the Order has the advantage of speed, 
while Crayven can accommodate heavier armor. Firepower is pretty 
evenly matched, even though Crayven forces use mostly projectile- 
based guns while the Order favors energy-based weapons. 

Categories of units break down the same, no matter which side 
they're on. Each side has two infantry-squad types to choose from 
and four armored vehicle types (scout, light, medium, and heavy). 
Crayven Corp. has three support-squad types (artillery, anti-air, etc.) 
to the Order's four, but they make up for it with four aircraft types to 
the Order’s three. Then, of course, you have your command APC 
that houses your commander and cannot be destroyed - otherwise, 
it’s mission over. APC’s have very little firepower, but they’re tough 
to kill and can heal your other units, With the exception of the APC, 
all squads can be configured to hold different types of secondary 
weapons like mortars and depleted uranium rounds, as well as 
supplementary equipment like deployable sentry guns and health 
powerups. 

A squad’s behavior pattern can be configured as well. Setting a 
squad to be offensive, defensive, recon, or balanced will affect attrib- 
utes such as firepower, armor, or speed. All of this can be done in the 
Configure Squads subscreen before each mission. This adds an 
interesting element to the game and gives it some much needed 
depth, since proper squad configuration is crucial to the success of 
certain missions. 

Since there's no base-building or resource han/esting (that is, it 
happens behind the scenes and out of your control), you can't just 
crank out new units at will. You only have what you cram into your 
dropships at the beginning of each mission. And since units gain 
experience with each mission they finish, protecting them becomes 
priority one. Losing a veteran squad caused me to restart a mission 
more than once, not just for the sake of finishing said mission, but for 


Requir-ements: Pentium-ll 233. 32M8 RAM, 250MB hani driva sparse. Raconimended Requirements: P-ll 333. 64MS RAM, 450 MB Itatil (btve space. 
30 Support: Glide or 030. IVtultiplavor Support: UN/lfilemel thnugli WON. 


Publisher Sierra Studios < Developer; Massive Entertainment • $50 • www.sierrastudios.coni/oames/groundcontrol/ 
ESRB Rating: Teen; animated blood and violence. 








REVIEW 




do. Along with the command interface, it's one of the best design 
points of the game. 


The Game Remains the Same 

Aside from the corny backstory, there's only one major flaw, but it’s 
very major. The missions consist almost entirely of scripted events, 
and therefore lack any real enemy Al. Enemy emplacements will be in 
the exact same place every time, and enemy units will always show 
up at the same place at the same lime. So once you've played a 
mission through, you can go back with artillery or any other unit and 
simply suppress each spot where an enemy 
showed up before. This probably explains 
why there's no skirmish mode in GROUND 
CONTROL, a style of game that relies heavi- 
ly on clever Al. Fortunately, multiplayer mode 
is executed excellently, with teamplay imple- 
mented and multiple modes like deathmatch 
and capture the flag to choose from. 

Ultimately, GROUND CONTROL is a good 
game that could have been much better. 
First-time developers Massive Entertainment 
made some rookie mistakes, but they also 
created a killer engine and an interface 
that's simple and fluid. They should be com- 
mended for that. And despite the flaws of 
the single-player experience, the multiplayer 
mode and custom game mode will allow the 
online community to breathe life into the life- 
less areas of the game. 


all the subsequent ones that would be impacted. Of course, if there 
were an in-mission save like there should be, I wouldn't have had that 
problem. Unfortunately, at the dropship configuration screen, where 
information about squad veterancy would be most useful, it's 
nowhere to be found. Only in the post-mission statistics screen can 
you view a squad's accomplishments and level of experience. 


Control That Ground 

Controlling your squads is surprisingly simple, thanks to a high- 
ly intuitive interface. Icons representing each of your squads are 
grouped at the bottom of 
the screen, and contain 
health and activities infor- 
mation. Clicking on an 
icon selects that unit, and 
double-clicking centers 
that unit on the screen. 

Standard RTS controls 
are, of course, in place - 
like box-dragging and 
Ctrl-grouping - and you 
can set your units to 
guard each other. I wish 
players were given the 
option of setting closer 
guards, because escorts 
will always follow the 
escortees at quite a dis- 
tance. Formations are 
also very simple to exe- 
cute, but there need to 
be more than just three. 

Mostly I just switched 
between column forma- 
tion while moving and 
line while attacking. 

Because friendly fire is 
something you have to 
watch out for, using the 
right formation in a fire- 
fight is key. 

GROUND CONTROL 
does a great job captur- 
ing the greasy, bloody, 
smoky reality of combat, 
thanks in part to its spec- 
tacular 3D engine. The 
3D terrain modeling is not 
just fantastically realistic 
and pretty {second only 
to MOTOCROSS 
Madness 2 , in my opin- 
ion); it's also integral to 
the game. You must use 
the terrain to your tactical 
advantage by taking and 
holding the high ground, 
or using shadows and 
high grass to disguise your units. You can even tip the scales of 
war by attacking out of the sun. Sure, lots of strategy and/or war 
games have given you attack bonuses for the same things, but 
thanks to the go-anywhere camera, you can see these tactics from 
an almost first-person level. The close zooming camera lets you 
enjoy the nicely-detailed vehicle and building models up close and 
personal. In fact, the free-floating camera is surprisingly easy to 
use, considering how much ground it covers and how much it can 


cjw.samespDl.com 



COMPUTES 6AMINS WORLD 







REVIEW Rai.E-RL.A.YIISIC 


Bad design drains the life out of VAMPIRE 


I Vant To Suck 




CHRISTOF'S CREVU The higher class ol Viennese vampire wears a tot 
of armor anti comes packing enough serious hardware to get medieval on 
anyone's ass. And I thought Frank Langelia was scary enough in his cape 
and tuxedo. 


CGW RATED 


Publisher: Activision • Oeveloper: Nihilistic Software • $38 • www.activision.com • ESRB Rating: Mature; animated blood and 
violence. 


clans, kills a lot of bad guys, and winds up in the 20th Century, seek- 
ing redemption for his tortured soul. 

Sound exciting? It isn’t. While there is always an urgent task await- 
ing your attention, the characters handling your marching orders 
would rather prattle on endlessly than let you go to it. Parts of the 
game lurch from one agonizingly long filibuster to another with only 
moments of gameplay to break the boredom. If the developers were 
trying to impress the notion of Christof's damnation upon the player, 
well, mission accomplished. 

These dialogues are also filled with the most unintentionally funny 
lines I’ve heard since Mystery Science Theater 3000 went off the air, 
with every plot point in the game accompanied by a laugh-out-loud 
comment. Try keeping a straight face when the Crusader himself mut- 
ters gems like “I like not this talk of the skin of virgins." Or when you 
hear howlers such as “Does he not know that I can crack his sealed 
crypt at any time with the Anointed Skull of the Lamia?!" A Charlton 


Dne of the best 
looking role- 
playing games 
currently on thi 
market... 


...which doesn t 
matter because 
those pretty 
pictures are 
saddled with a 
boring story, 
insipid dialogue, 
no save-game 
feature, and infu- 
riating repetition. 


“Is this all that remains of noble Christof?” 

Redemption opens in 1 2th Century Prague, the plot focusing on 
a crusader who belongs to the Order of the Swordbrethren: Christof 
Romuald. After developing a forbidden love for the nun who nursed 
him back to health following an injury, Christof gets wrapped up in 
evil dealings and is turned into a vampire in short order. He then 
takes part in politi- 
cal infighting 
between vampire 


Requirements: Pentlum-ll 233MHz. 64MB RAM. 720MG hard drive space. Dlrecl3D. Rct:ommeiideil Requirements: Perilliirr-ll 400MKZ. 128MB RAM, 94SMB 
I hard dr ive snaEI 30 Support: Dired3D Multiplayer Support: LAN or W0N.net an Hie Internet (2-4 players), one CD per player. 


I once had a college roemmate who was a fanatical player of 
White Wolf’s original pen and paper Vampire role-playing game. 

Brad and his friends were so into the gaming world, in fact, that 
they used to play it out on the streets, painting their faces white and 
faux-stalking co-eds as they walked home from pubs, Call me crazy, 
but this didn't seem quite normal to me. I've been a little suspicious 
of anything Ir'amp/Ve-related since. 

Judging by the quality of Nihilistic's new game, I’ve had every right 
to be, VAMPIRE: THE MASQUERADE-REDEMPTION is a vapid, repet- 
itive debacle that will leave both casual roie-players and the Brads of 
the world hunting for some garlic and holy water. The darkly sexual, 
urban/gothic themes that my roomie once enjoyed are portrayed with 
ail the foreboding of 
a POKEMON game 
played in a sunlit 
garden with your 
eight-year-old 
nephew. Fear 
comes not from the 
bloodsuckers on 
screen, but from the 
mind-numbing 
repetition necessi- 
tated by the lack of 
a proper save-game feature. Or, from the possibility that you’ll dislo- 
cate a finger due to the incessant click-click combat that passes for 
role-playing. 


VAMPIRE: THE 

MASQUERADE- 

REDEMPTION 


SEI 


SEPTIUBER SOOD • cgw.gvn 


GOMPgTER BAMINfi WDRIB 




This IvThe 


nniPFnmtieii 



Explore a vast realtime 3D universe 
that’s filled with hazards and secrets. 


Research, develop and control 
amazing new technology and vehicles. 



STAR TREK® New Worlds"' Software62000lntnplay£menainment Cop. All Rights Reserved, m,® 60 2000 ParaniounlPlctures.All Rights ResorvcO.SlarTrek. New Worlds and related marks aeliedemaiteol Paramount Pictures. All ffights Reserved. 
Interplay, the Interplay logo, "8y Gamers. For Gamers,”, 1 4“ East and the 14° East logo are trademarks of Interplay Eniortainment Corp. All Rights Reserved. Exclusively licensed and dlslribuled by Interplay Entertatnmenl Corp. All Rights Reserved, 




REVIEW 


Heston would’ve had a tough time pulling those 
lines off; the fifth-rate crew Nihilistic has assem- 
bled here doesn't stand a chance. All of the main 
characters speak with young American voices 
more appropriate for The Gap than for the grim 
saga of a man who's seeking to redeem his soul in 
old Prague and Vienna. 

This clunker of a story is further hampered by 
awkward gameplay and game mechanics. First and 
foremost, there is no proper save-game feature. 
Aside from the autosave that kicks in every time 
you finish a level, the only way to save your 
progress is by clicking on the ankh or cross in a 
designated Haven. This leads to a great deal of 
infuriating repetition that will likely cause a lot of 
gamers to simply uninstall the game and return it. 
It's hard to believe that Nihilistic could be so woe- 
fully out of touch with the PC game market. 


CHAOTIC EVIL Battles always turn inta anarchic messes where you're surrounded by enemies. 
Not being able to pause the action while you give orders to your party members will take the control 
of combat almost completely out of your hands. 





Ahh, the Idiots of the Night. . . 

Role-playing is completely absent in REDEMPTION. In traditional 
RPG fashion, characters kill monsters to gather experience points 
and loot. The former is used to bump up attributes like Strength and 
Agility, and vampire Disciplines such as Mesmerize and Potence; the 
latter is spent on armor, weapons, and other handy items. Despite 
these similarities to other RPGs, I never felt like I was truly building 
characters. There's no real interaction with NPCs. Branching dia- 
logue involves only two or three possible responses, all of which lead 
fo similar results. The linear plot made me feel like I was just putting 
Christof and his pals through the motions. 

And these idiots of the night don't make any beautiful music 
together. Once you get your coterie filled out with three or four mem- 



bers, gameplay moves from vaguely annoying to blood-boiling. Battles 
become chaotic messes where you simply click on the nearest 
baddie as quickly as possible in the hopes that it'll all be over soon. 
While the hack’n’slash combat is incessant (I must have killed over a 
hundred enemies trying to escape the Society of Leopold level 
alone), you can’t pause the game to give orders or play with charac- 
ter Al. All you can do is take control of one party member and hope 
that the others do something reasonably intelligent. 

Most of the time they don't. They're more apt to shoot you in your 
back than watch it. They'll guzzle blood like it's going out of style, and 
then waste it by invoking Disciplines to fight every little Ghoul Rat 
that comes along. Replenishing blood during combat isn't much fun, 
either. Draining enemies is almost impossible because while one vam- 
pire tries to suck, the others will continue pounding the foe into dust. 
The only positive is that enemies are even dumber than allies are. 
They'll often watch battles, and sometimes won't move a muscle - 
even while you're slicing them to ribbons. 

Buff, You Ever Been to Prague? 

REDEMPTION is a pretty good-looking game. The 3D engine is 
attractive, albeit in a shallow, first-person-shooter style that doesn’t 
emphasize the horrific settings and moody atmosphere. If supports 
32-bit color and most high resolutions, though I found some battles 
pretty jerky when playing at a standard (for my system) 

1 024x768x32. Colored lighting really slowed things down. And 
there's more. The third-person point-of-view doesn’t allow you to look 
up, and it obscures what's directly in front of the selected character 
by skewing at an odd angle. Characters don't move so much as 
lurch. Audio quality is generally poor, thanks to some popping and an 
apparent poor use of EAX. 

The only saving grace for this title could be the Storyteller multi- 
player mode. It allows gamers to recreate pen and paper role-playing 
sessions online, with one player directly controlling the adventure as 
the gamemaster. Storyteller could become an online sensation if the 
Vampire community gets behind it. Games can already be found on 
WON.net, though they’re limited to settings from the single-player 
campaign at the moment (albeit ones dressed up with new monsters 
and items placed out by the gamemaster), since the planned 
"Embrace" level editor has yet to be released. 

VAMPIRE: THE MASQUERADE-REDEMPTION is one of the 
stupidest, most disappointing computer games that I've ever played. 
All of the license’s promise has been completely wasted in a haze of 
poor scripting, community-theatre voice acting, and idiotic design 
decisions. Call Buffy Summers, polish up that crucifix, sharpen a few 
stakes, get thee to a nunnery - avoid this one by any means 
necessa^. KrtiV 


K 


SEPItMBER 2D0I1 • 


CBMPOTEIt BAMING WORLD 




FMPI Res 


THG STAR TRGK® UNIVERSE IS GETTING BIQQGR... 
BUT NOT BIG ENOUGH 




INTERSTELLAR 

CONCORDIUM^^ 


eXPGRlGNCG THG NGW METAVERSE THIS WINTER 2000 


www.interplay.com/sfc2 


rc\(dRcn 


BY GAMERS. FOR CAMESa." 





TO 

Visit www.esrb.org 


or call l-800-771-3n2 

Lui 

for more info. 


STARTnEK:Slsnie«iCommandiBV3lumellEinpiresalWar'‘'Sottw8ree2000InierplayEnieiiainmenlCorp. All Rights Reserved. '^,®&02000PafaxnounlPlcture$. All Rights Reserved. StarTtek and related etemenis 
are tredemaiks of Paramount Pictures. Sorraelementsbasedupontheboardgamescreated by Amarillo Design Bureau01S77-2000. All Rights Reserved. Interplay, the Interplay logo, ‘By Gamers. For Gamers.* 14’ East 
and the t4’ East logo are trademarks of Interplay EnlertainmenI Corp. Taldren and IheTaldren logo are Iradamahcsollbldrsn Inc Exclusively llcensad and dstrSruled by Interplay Etilerlaltimsnl Corp. All other trademarks 
and copyrights are the property of their re^KCtive owners. 



REVIEVU SPACE SIIVIUL.ATIOIM 


A Trek combat game done right, but not in time to save the franchise 


Academy Award 




STAR TREK: 

KLINGON 

ACADEMY 


reviewed by Thotnas L. McDonald 


P laying Star Trek games has become such a numbing, 
familiar experience that one is tempted to write 
snappy review openings (like this one] before the CD 
even hits the drive. So what does Interplay go and do after 
driving their Trek license into the ground for years? They 
actually make a decent frefc space simulator. KLINGON 
ACADEMY is not perfect, mind you, but it is certainly the 
best sim ever made with the Trek universe. Despite some 
bugs and rough interface conventions, it is a remarkably 
polished product. 

Space sims have long taken their cues from Star Wars, 
with its WWII dog-fighting feel: fast and nimble. The Star 
Trek world, however, has always approached space combat 
as though it were a 

naval battle: slower. 

heavier, and more tacti- 
cal. It’s been very hard 
to turn that into a bal- 
anced game that is 
both thrilling and an 
accurate reflection of 
the series. STARFLEET ACADEMY 
took a stab, but failed due to out- 
of-date graphics, overly complex 
controls, and a limited view of the 
scene. With its slick new engine 

and more refined design, KLINGON ACADEMY largely overcomes 
those problems. 

It Is a Good Day to Die 

Spread over 25 narrative missions and infinite custom encounters 
(both solo and multiplayer), it is a game of quite impressive depth and 
epic scope. There is an amazing array of ships, from the smallest, 
most nimble Bird of Prey with its forward-facing weapons, to enor- 
mous Dreadnoughts bristling with guns on every side. Naturally, you 
play as the Klingons in the scripted mission, but there are also plenty 
of Federation, Romulan, Thoilian, Gorn, and 
Sha’kurian vessels, objects, and stations. The 
game offers a very diverse experience, allow- 
ing for faster (though never really “fast") turn- 
ing dogfights to multi-ship fleet encounters 
complete with escorts flying cover, capital 
ships firing broadsides, and support vessels. In 
the narrative game, you start with a small ship 
and move up, but in the quick-game menu, any 
ship or combination of ships can be config- 
ured for a custom encounter. Multiplayer has 
eight slots for team or solo games, and 
competitors spend points to buy and outfit 
their ships. 

A sim like this can easily devolve into confu- 
sion and micro-management hell, as was the 
case with STARFLEET ACADEMY. KLINGON 
avoids this in several ways. First of all, the view 


CBW RATED 


Good balance of 
; action and tactics; 
i interface renders 
I many complex 
I elements manage- 
i able; tons of 
I gameplay, thanks 
9 custom 


I A bad ship-vuarp- 
I ing bug; ships 
I tend to ram vuhen 
I they should evade; 
I missions can 
I become very 
I difficult. 


options are much better, with an external camera and views out all 
sides. The default, straight-ahead perspective works fine for ships 
with only a forward-firing battery. A special gunnery mode provides a 
decent solution to the problem of controlling weapons on four sides. 
Essentially, this is a rotating “gunner's chair” that enables you to lock 
a target and visually track it as it flies around your ship. A strip repre- 
sents a flattened-out 360-degree panorama of your situation. When 
an enemy comes into range of a weapon, an icon lights up to show 
which side (port, starboard, fore, aft) can now fire. In this way, you 
can man all weapons on all sides from a single place, while a helms- 
man steers. 

The many stations essential to controlling a large ship have also 
been streamlined without losing any of their power. The engineer. 


Requirements: Pentium tBBMHz. 32MB RAM. DirectX sunnd and 
3D Support: DireclSD Multiplayer Support: l-B players via 


video card. 3D arxeteralinn. Recommeniiecl Requirements; PenP'iim-lll 400MHz. 64MD R/ 
TCP/IP and UN. 


Publisher: Interplay • Developer; 14 Degrees East • $44 * www.(nterplay.com * ESRB Rating: Teen 




SEPriMBER 20DO • cjw.gimssiiot.c 


eOMPOTEB SAMINe WORLD 







RjpyilEW 



A Tear in Space 

While there are some reports of bugs involv- 
ing hard crashes, I did not experience a single 
lockup. I did, however, encounter one hell of a 
glitch over and over again. When you warp into 
a new sector, you do so cloaked. This gives you 
plenty of time to assess the situation, gather your wits and forces, 
and approach the target ships. A sensible strategy is to close in to 
weapons range under cloak, then de-cloak and fire from a rear quar- 
ter. This gives you several opening salvos before most ships can 
respond and turn. When de-cloaking at close range, however, the tar- 
get ship often vanishes. Almost every time it does this, the ship reap- 
pears on your starboard and fires a full spread, usually causing some 
hull damage. It all happens in a second, but I could get the glitch to 
repeat about half the times I tried, most often when I was very close. 

Aside from this bug, which is admittedly pretty heinous, the game 
runs very well. Missions are interesting and complex, with many layers 
and objectives. The only really annoying missions are those which 
involve bombing a target on a planet, since targets can be small and 
hard to find. Combined with sometimes overwhelming odds and no 
in-mission save, this makes the game grindingly hard at times. While 
enemy Al is okay at attack and maneuver, it also has a tendency to 
ram when it should evade. All of these problems are frustrating, but 
manageable. The important thing is that after years and years of 
giving us awful Trek games, Interplay has atoned by creating one of 
the best. Against all odds and expectations, KLINGON ACADEMY 
emerges as a terrific, entertaining experience. 2317 


helm, science, security, medical, targeting, and weapons stations pro- 
vide fine control over a dazzling array of ship components. You may 
need to tend to damage, reallocate power, steer, scan a target, prep 
sick bay to handle the wounded, beam out a security force to take 
over a ship, and overcharge weapons in a single battle. This could 
easily overwhelm, but a combination of fairly-smart officer Al (which 
improves with experience) and macros makes it much easier. Of par- 
ticular importance are customizable power macros that instantly 
reconfigure a ship for different purpos- 
es, ranging from offensive action to 
warping out. There are plenty of map- 
pable hot keys to instantly get to the 
command you want (though more of 
these would have been welcome). The 
result is a very satisfying balance 
between commanding and fighting. 


Glorious Visuals 

While prone to frame skips - and not 
state-of-the-art, visually - KLINGON 
ACADEMY looks ve^ good. The models 
are excellent, but some textures are a 
little rough. Damage modeling is very 
impressive, with effective explosions and entire sections of huge star- 
ships flying off. The designers have taken great pains not only to 
create an interesting looking “spacescape," but one that also has 
some effect on gameplay. Battles may take place in the orange fog of 
a gas giant or inside blue planetary rings. To give this some added 
weight, each landscape may have an effect on ship performance. For 
instance, solar coronas affect energy-based weapons and kill crews 
when shields go down, while others impair sensors or effect shields. 

The movies that run between missions are quite nicely done. The 
plot line is nothing special - a cadet leaves the Academy, takes part 
In a Klingon invasion, foils yet another traitor subplot, etc. - but the 
execution is very professional. Essentially a prequel to Star Trek VI: 
The Undiscovered Country, KLINGON ACADEMY uses Christopher 
Piummer to great effect as the Shakespeare-spouting General 
Chang, one of the few interesting Klingon characters. Several other 
good performances - including David Warner reprising his role as 
Chancellor Gorkon - and some deoent dialogue, character insight, 
and production values make these sequences appealing despite the 
boiler-plate storyline. A handy utility lets you view these scenes as a 
continuous, 90-minute movie without playing the game. The movies 
account for the whopping six-disc size of the package. 



tOMPUIEtl 6AMIN6 WORID 








EVOLVA upraots the tree of life 


You Say You Wanna EvolutionP 


I 


ncremeRtal changes over time are fine, but if you want to kick 
alien butt, you better be able to adapt quickly. As one of Uie 
EVOLVA, you will be able to do precisely that. Although the plot is 
generic (cleanse yet another alien infestation), the ability to mutate 
your team of Genohunters by extracting DNA from the giblets of slain 
enemies adds interesting evolutionary elements to this third-person 
shooter. And since each of your four Genohunters has different 
strengths and weaknesses, there are strategic considerations as well, 
At the heart of this genre-blending game is the mutator screen, 
Once you absorb enough alien DNA, you have the option to mutate 
each of your Genohunters. With each mutation, there are two evolu- 
tionary paths to choose from. Do you prefer to upgrade weapons or 
to increase speed and agility? Do you balance your Genohunter team 
or make each member a specialist? The choices are yours, and theo- 
retically, you have nearly an infinite number of mutation possibilities. In 
many cases, however, the dif- 
ferences are too subtle to 
have much impact. Still, by 
the end of the game, you will 
have seen more mutations 
than a zookeeper in 
Chernobyl. 


Totally Organic... 

As most of the game takes place outdoors, there are (thankfully) no 
industrial-style corridors, instead, the texture palette and “living archi- 
tecture” give the game an organic feel. Even indoors, EVOLVA man- 
ages to avoid slipping into the dreaded “corridor crawl" by using both 
curved and sloping tunnels. Although some of the later levels may 
seem barren, the only visual disruption to the feel of the game comes 
from cartoon-like crystal structures. Sometimes less is more. 

Other visual treats include a semi-reflective skin for your squad of 
Genohunters that changes color based on the lighting. Your 
Genohunters will also change appearance depending on their evolu- 
tionary path and weapon selection. Weapon pyrotechnics do not dis- 
appoint. Although visual quality can be adjusted for your machine, at 
lower settings the graphics can be unimpressive. More importantly, at 
very low settings. 


EVOLVA 


reviewed by Joe "Biter” Bailey 


the fogging dis- 
tance decreases 
so much that 


CGW RATED 


SURVIVAL OF THE FITTEST A ^picai large-scale 
battle In EVOLVA not only provides excitement, but 
once you win you can suck up all the monsters’ 
DNA to augment your squad. 





ranged weapons lose their value. The resulting surprise attacks will 
lead to frequent reloads. 

Kleenex Anyone? 

Of the 1 0 weapons available by game's end, one really stands 
out. For lack of a better description, the weapon is a lethal loogie. 
Unlike UT's bio-sludge, this ordnance comes from within. And not 
only will it slow your enemies down, it is also highly flammable - 
watch out for the backsplash. Defensive devices are also available 
and include temporary invisibility and a shield generator. All 
weapons include a secondary mode, and each is useful in specific 
circumstances. 

EVOLVA's levels are most effective when they present challenges 
other than gauntlet runs. The sinking-island level is a real gem. 
Fighting off aliens while racing rising water create an urgency that 
makes for excellent gaming. While movement through the 1 2 large 
levels often requires brains as well as brawn, strategic choices are 
limited to placement options and choosing the best team member for 
the current task. There are no formations and you cannot specify 
modes such as defend or hold. Thankfully, the Al is good enough that 
you can concentrate on the one Genohunter under your direct control 
without worrying about the others. 

The biggest weakness in EVOLVA is the multiplayer-connection 
interface. You need to know the IP address of the host server to join 
a game, but there is no utility for finding one. Note to developers: 
Multiplayer gaming should never be more than three clicks away, 
period. As an alternative, you can play the game on Heat.net. 
Unfortunately, the few times opponents were found there, network 
latency was absolutely abysmal. 

Despite the connection issues, EVOLVA gets most things right, and 
it is both a challenging and enjoyable game. Hopefully, natural selec- 
tion will keep this one on the store shelves for a long time. 


Reiiiiiremeiits: Pofiiiiini 233MII2, 450MB li;ir(i drive spece, G4MB RAM, 4x CD-ROM, 4M8 Vooiioo or orioivalent, 3D caul. Recommended Requirements; Pentium- 
Ill 500, W II UlUe or eoulvalenl 3D Support: Dlrecl3D. Multiplayer Support: LAN, imemel (2-8 {rlayers}, one CD per player. 


Publisher; Interplay • Developer: Computer Artworks Ltd. < $45 • www.interplay.com 
ESRB Rating: Teen; animated blood, pore, and violence. 











Over 100 historical scenarios - 
fl-om Copenhagen to the Battle 
, of the Nile and more! 


Lush 3D landscapes provide 
tactical obstacles! 


Captain the most memorable 
sailing ships in history! 


www.talonsoft.com H 

WeTMake History” §3 


C Copyright 2000 by TiiloiiSolt Inc. TnlonSuaisa.siibsidinrv ofTitkc-Ttvo Interactive .Sufttrare Inc. Developed by 
'Akellu. All other trademarks and copyrights arc properties of their respective owTiers^vT. - 







[• 




II 

11 





REVIEW 


STRATEGY 



EARTH 2150 exceeds its standard RTS model with depth and subtlety 


Rich Earth 


I 


EARTH 2150 


f we're going to have yet another real-time strategy clone with a 
gratuitous 3D graphics engine, it should at least be as good as 
this one. 

EARTH 2150 is rendered in full polygonal glory, so you can rotate 
the map, tilt it, zoom in and out, and watch tanks jostle and bob over 
hill and dale. This is almost entirely useless while actually playing the 
game, but you'll feel like you’re getting your money's worth from your 
accelerator card, and it makes for 
good screenshots. So bless their 
German hearts at TopWare 
Interactive for actually making a 
great real-time strategy game to 
go along with their fancy 3D 
graphics, because God knows 
the last thing we need is just 

another pointlessly pretty engine. 

Before we get loo carried away singing their praises, we’d like to 
remind TopWare and their publisher that we don't appreciate it when 
they leave all the important details out of a game's manual so they 
can charge us $20 for a strategy guide. There 
are big, fat, ozone-layer-sized holes in the 
EARTH 2150 manual where there should have 
been lists, tables, and explanations. Forcing us 
through a lot of trial and error because they 
couldn't be bothered to give us information we 
need is not a good way to ensure replay value. 

Fortunately, there are other things in EARTH 
2150 to ensure replay value. The three sides 
aren't as dramatically different as 
STARCRAFT's, but they have subtle strengths 
and weaknesses that emerge the longer you 
play the game. Researching your way up each 
...but thei/ forgot side's technology tree forces some hard 
to finish the game 
manual. 


CGW RATED 


TopUVare managed 
to fuse togeUier a 
few dozen diverse 
elements and 
I fashion a great 
RTS... 



choices, often dictated by what your opponent is doing. Does he 
have lots of flying units? Back off the slow cannons and improve your 
chain guns and 20mm shells. Is he throwing slow armored chassis at 
you? Go for the lasers to overheat his metal behemoths. Is he putting 
shields on his buildings and units? Forget the energy weapons and 
research long-range rockets. Since you won’t be able to unlock the 
whole lech tree in most games, someone will eventually trump some- 
one else, tilting the balance of technology and gaining the upper 
hand. This is no game about mere tank rushes. 

Because there’s a solid Al at work, you’ll gel a lot of mileage 
from the flexible skirmish mode and the streamlined map editor. 

EARTH 21 50's Al succeeds in the two areas where most RTS 
games fail - the computer is adept al unit pathfinding and at launch- 
ing effective assaults. 

You’ll also gel a lot of mileage from the single-player campaigns, 
which are good for playing several times over with their clever bal- 
ance of tactical necessity and long-term strategic thinking. To win the 
campaign, you have to save up a certain amount of resources. This is 
money in the bank, as it were, that you won’t be able to spend on 
building or research during a mission. You have to minimize losses 
and use your experienced units wisely, so there's a deeper sense of 
involvement than you get in most mission-based RTS games. 

Early on, it seems that EARTH 2150 suffers from feature creep, 
taking an “everything but the kitchen sink" approach to gamepiay: 
Weather, diurnal cycles, modular unit design, tunneling, ammo sup- 
plies, weapons checks and balances, and battle plans down to indi- 
vidual units are some of the things you’ll have to manage while fight- 
ing battles. But since you can issue orders while the game is paused, 
and since you can automate much of this, the game is easier than 
you'd expect. What emerges after a three- or four-mission learning 
process is a deep and varied game with a shiny veneer. And what 
emerges after several hours of exploring its features is one of the 
best, and best-looking, RTS games in the crowded genre. 


Requirements: Pentium-ll 23aMHz aZMB RAM, 451MB lianl drive space. 30 accelsiBtor. Recoirnnanded R8qffiKmeQlK.[^TiauhlTI.4l]0ltlH2;TB^MB HAM, 961MB 
had drive space. 16M0 3D cad. 30 Support: Oliecl 30 Multiplayer Support: LAN. iRlernet (2-8 players), modem (2 players), one CD per player. 


Publisher: Matte) Interactive • Developer: TopWare Interactive • S4D • www.mattel.com • ESR8 Rating: Teen; animated violence. 




SEPTtMBtR 2000 • cgw.gimespot 


COMPIIIER GAMING WEIRLD 










i 



GETTING THE ULTIMATE COLLECTION IS EASY, 
CONQUERING IT IS THE REAL CHALLENGE. 



SETTLERS 


COLLECTIO 


Romans. The Egyptians. The Asians. The Amaza 

empire ogoinst empire, eoch competing to rule the world onij 
the best in the eyes of the one greot God. Choose your society. 
Construct your civilization. Destroy your enemies. ^ 

Gameplay is simple to learn and tough to rooster as you fate 


H the challenge of developing an economy ond building an Infrastrui 
thot will ollow your military to expand and conquer. 

Tl e Settlers III Ultimate Collection contoins one of the 


economic simulation games lor the PC, Tha SeiHa^i^ 

The hand-painted Settlers Figures ate sold sepa ml a l y iom r^-jiat 
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pture of the world is in your hands 

Available exclusively onliie fionltlff 

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Simply the best golfing experience available on the PC 

It Don’t Mean a Thing if 
It Ain’t Got That Swing 




PGA 

CHAMPIONSHIP 
GOLF 2000 


T he best golf sim available for the PC. Them's fighting words to 
a lot of PC golf nuts, to whom the LINKS or JACK NICKLAUS 
series are the epitome of all a golf sim should be. But Sierra's 
PGA CHAMPIONSHIP GOLF 2000, with its wonderful new 
TrueSwing 3 interface, provides the most golfing fun that can be had 
short of actually hitting the links. 

Golf sims have used some type of “click-meter'’ interface for the 
swing since Moses wore shorts. But the problem with these is that 
they are inher- 

ently artificial 

and distance the 
player from the 
action on the 
screen. Line up 
the shot, click a 
spot on the 
screen, try to 
catch a line as it 
hits a mark, click 
again, then try to 
catch the line as 

hits another mark with another click. Then sit back and watch the on- 
screen golfer swing. 

Compare that with the mouse swing in PGA CHAMPIONSHIP 
GOLF 2000, in which you move the on-screen golfer's club into the 
back swing and forward swing in synch with your mouse, the golfer's 
every movement reflecting your mouse movements in real time. As 
simple as it sounds, when executed properly (as it is here) the differ- 
ence in the gameplay is enormous. Factors such as the tempo of your 
swing make a big difference in your shots - just as in the real deal. 
Shots around the green become a matter of kinesthetic intuition, 
rather than a rational deliberation over clicks on a swing-meter. Stuck 
under some trees? Instead of clicking on a “punch shot" option in a 
menu, click-click-clicking, and then watching the computer make the 
shot, with TrueSwing you place the bail forward in your stance, adjust 
your feet, take a short backswing, and "poke" 
the ball low and hard. And the first time you do 
that - and the golfer reacts in real time to your 
hand movement and executes the shot the 
same way you'd do it on the real course - 
you’ll sit back, smile, and realize: This is virtual 
golf at its best. 

A superb swing interface would be wasted 
without a good golf simulation in which to use 
it. The good news continues, as PGA 
CHAMPIONSHIP GOLF 2000 boasts an 
impressive physics model, tweaked to be even 
better than last year’s version. Courses are 
rendered in beautiful 3D, with totally config- 


CGW RATED 


A swing interface 
that makes every* 
thing else feel 
archaic; the 
course architect 
ensures a wealth 
of free courses. 


Internet play is 
limited to 
UUon.net. 


urable cameras. Tour seasons can be created, each tournament 
having its specific entry requirements, cut, and purse, with career 
records and earnings tracked. If you've ever played weekend golf with 
your buddies, placing wild side bets on greenies, sandies, and so on, 
then you'll be pleased to see that side bets are available in the game. 
Computer opponents can be created with any combination of skills, 
and a learning mode can be turned on, allowing the Al player to 
increase in skill with experience. If you want to play other human play- 
ers, you can play via LAN or on Won.net (alas, no direct IP to IP 
Internet play). 

Last, but far from least, is the course designer, which is not only a 
blast to toy with, but ensures a wealth of free new courses on the 
Internet. Improvements in the course designer allow courses 
designed in PGA CHAMPIONSHIP GOLF 2000 to be more detailed 
than those for the 1 999 version. 

In the end. TrueSwing 3 sets this game as high above its competi- 
tion as Tiger Woods sits above his. If you want the best golf sim 
experience available today. PGA CHAMPIONSHIP GOLF 2000 is the 
only choice, 


Requirements: Pentium 166MHz. 32MB HAM. 4x CD-ROM, mouse. Recoi 
3D Support: None. Multiplayer Support: 4 players via Internet (Itimuoli Won.net), IPX/LAN. nr modem. 


Requirements: PenSliin-ll26eMH( B4MB RAM. 8x CQ-ROMi' 


Publisher: Sierra Sports « Developer: Headgate Studios ■ $30 « www.sierrasporfs.com » ESRB Bating: Everyone 








Where Turn Based and Real Time Meet... 
Strategy Gaming will Never be the Same! 
Check Out the Latest on 
Battle Isle: The Andosia War at 

battleisle.com 


www.bluebyle.com 


1993 -TCOO HueBytr Selivac. he. Ns pot aliliis puUjcaiM naybf irpio^McJiictirlaiiii.LiMdcesi. kouleneder toalcitd ills aaybinpalMgjepeMihMl Hit ptciiBsi 
6lBei8|itS«hiwit.lt(. Imiglalrtsipit^clitpiphibilcd. ''biBt IdtilhiindtosWor'ciBd Hit BMBytt logo stindtrwiliiolBMi^Soltinvt.lM 
Pnduilsliaif bem nibniittdie dig ISIB tad at gadiiag rahngt. 





REVIEW 


ROUE-RLAYIIMQ 



A side from the unabashedly sexist ad campaign (you've seen 
the hot elf chained to the wall while her busty friends try to 
free her from the evil lizardman and scantily-clad Drow... 
oops, I mean dark elf], it’s hard to find problems with EUERQUEST. It’s 
even harder to find problems with RUINS OF KUNARK, the expansion 
for the wildly successful massively-multiplayer online role-playing 
game that has destroyed the lives of thousands. With RUINS OF 
KUNARK, Verant takes the world of Norrath into new territory with the 
addition of a new island, a new race, and new baddies to thump. 


EVERQUEST: 
RUINS OF 
KUNARK 


reviewed by Alex Handy 


Wide Open Spaces 

Easily the most exciting feature 
of KUNARK is the expanded 
world. The continent of Kunark is 
home to an incredible variety of 
areas for players to explore, 
ranging from the newbie-friendly 
plains and swamps around the 
Iskar city of Cabilis, to the deadly 
Frontier Mountains and the 
Emerald Jungle, suitable for highly experienced players. The new 
areas help alleviate the overcrowding that has been dragging 
EVERQUEST down over the past few months. With this update, 

Verant also has addressed the problem of players camping out by 
enemy respawn locations. While this can still 
be a problem on the main continents of Noralh 
(albeit much less so), monsters abound in 
such large numbers that there's no need to 
camp out and wait for them. Fortunately, there 
are plenty of ships that will take you to Kunark, 
allowing players to quickly spread out over the 
new southern lands. 

The new race and its new tracts of land 
have been welcomed with open arms by 
EverQuesters, The Iskar, despite being only a 
few months old, are a thriving race. And now 
that players can exceed the previous limit of 
level 50, there are a lot of exceptionally power- 
ful lizardmen and lizardwomen running amok. 

To the casual observer, the most obvious 



improvement to the game is the graphics engine. Everything in the 
world of Norrath is now alive. You can actually see characters fidget, 
animals ripple with breath, and trees sway in the breeze. It's unusual 
to see such graphic splendor in an online RPG, but RUINS OF 
KUNARK manages to display some of the best graphics anywhere on 
the PC. 

Chinks in the Chainmail 

There are still a few problems with EVERQUEST, however. For 
starters, the lag and overcrowding are steadily increasing again, It 
seems as though Verant is plugging a dam with this expansion (albeit 
with a large finger), but the pressure of overcrowding and hideous 
ping times is beginning to build again. Hopefully, the addition of 
KUNARK will help prolong the inevitable until other solutions can be 
found. There are also a few quirks in the interface to deal with: Some 
mouse clicks can get lost when you’re rummaging through your 
inventory, and it’s occasionally 
difficult to select targets by click- 
ing on them. 



These are extremely minor 
problems, however, when you 
consider that EVERQUEST 
delivers online role-playing like 
no other game right now. 

Almost everything here is done 

perfectly. In every genre there’s a leader that unquestionably beats 
out the competition: EVERQUEST is the HALFLIFE of the online 
RPG world. 


Requirements; Periium 20DMH1 S4M6 RAM. 3D accelerator caril w/ SMB. BOOMS tianJ drive space, Iniemat connection. Recommended Requirements; f^ntluin 
dODMKz, 128MB RAM. DSL or cable modem. 3D Support: DirecQD Multiplayer Support: Duh. 


PublisliBr: Sony • Developer: Verant • $4D setup, plus SID per month. • www.everque8Lcom • ESRB Rating; Teen; animated bleed and 
gore, suggestive themes. 




SEPTEMBER 2000 • 


COUPOTER BAMIRB WORLD 







Just when you mustered the art of war... 

The gods changed the rules. 

Check Out the latest on The Settlers IV at 

settlers4.com 


www.bluebyte.iom 


1993 -3000 DItit ByleSollvti]re,hii. No poll ollhispublicotioti niopbctcproducedcn nny loini,brofldt(isl, Poniferttil oi ttanilolciliiiloonyloieignliinsuogewilhoutlhupeir 
olBlueBylcSollwitc, fiiL''lhc Soltleti IV'oiiil die Blue Byte logo oic ttodenioiksolBluc Bylc Soflwote, tie. Ftoduillliovebecn nibinilledlollie [SBBond ofeoeoihngiolii 



REVIEW 


QUICK HITS 


THE OPERATIONAL ART OF WAR: CENTORY 
OF WARFARE 



W argamers can be forgiven for being a little confused by the succession of titles (six 
in total) released by TalonSoft under the rubric of its THE OPERATIONAL ART OF 
WAR (TOAW) game system. CENTURY OF WARFARE (COW) combines all five 
previous titles into a single package, along with some additional scenarios to boot. 

Like most compilation packs, its value depends in part on which components you've 
already paid for. The conversion of TOAW to the TOAW2 engine revitalized many older 
scenarios; user-created scenarios - many of which are excellent, by the way - can be 
. i i . . imported as well. COW also features new WWI scenarios, 

^ ^ ^ ^ ^ and even a few unadvertised new WWI I battles. 

If you own both TOAW 2 and TOAW: WARGAME OF THE 
YEAR, you might not get full value for your money from COW. Otherwise, it represents a 
significant addition to a proven and highly enjoyable game system and is worthy of any 
wargamer's library. -Tim Carter 


Genre; Wargame * Publisher: TalonSoft * S40 • www.talonsott.cain • BSAC Rating; Violence; 
damage to realistic objects, 



TEST DRIVE: LEMANS 


I Genre; Driving • Publisher: Infogrames * 
Developer: Eutechnyx * $30 « www.info- 
I grames.com » ESRB Rating: Everyone 

I nfogrames' latest arcade-racer offering, 
TEST DRIVE LE MANS, touts a realistic, 
24-hour, Le Mans-style race. But if sitting 
in front of your computer driving for 24 
hours adds to realism, then why would you 
play an arcade racer for 24 hours? The 
shoddiness of this game begins with the 
controls: The game also had problems rec- 
ognizing my 

^ y assortment of 

steering wheels, and so I was forced to use 
the keyboard, A keyboard just doesn't cut it 
for this dedicated racing-sim guru. Racing 
in arcade and championship modes was 
fine, but with no options to adjust the com- 
puter-controlled cars, a lack of a rear-view 
mirror, a bland announcer, and no multiplay- 
er features, racing TEST DRIVE LE MANS 
quickly became tedious and boring. Even 
though the game has serviceable graphics, 
nice visual effects, and decent arcade-style 
racing, it didn't live up to its promise of a 
realistic driving experience. In the end, 
you're better off dumping a turbo charger 
into your old Toyota Corolla than driving this 
box of rusty bolts. -Wade “Sensei" Hermes 


ElYING HEROES 


Genre: Action • Publisher; Take 2 
Interactive « Developer: Pterodon and 
Illusion Softworks * $30 ■ 
www.talonsoft.com * ESRB Rating: Teen; 
animated violence, mild language. 


D o not be fooled by its value pricing 
and weak cover art; FLYING HEROES 
is a surprisingly enjoyable game. 

It offers a fresh lake on the popular tour- 
nament-style shooter, with the added 
dimension of flight. All gaming action takes 
place in flyable “aircraft" which includes 

dragons, zep- 

ik -A ik i pelins, and 

winged beer- 

barrels. The weaponry is just as diverse, 
but is mostly derivative of things you've 
seen before. Graphics are well rendered, 
with all of the expected bells and whistles. 
The game improves the standard single- 




Ij SEPTEMBER 2000 • cgw.gamespol.i 



player tournament ladder 
by adding economic 
incentives; frags and 
side-quests earn you 
money that can be used 
to upgrade your “air- 
craft" and weapons, and 
a loan shark is provided 
for those times when you 
need money immediately 
(just make sure you pay 
him off quickly). 

Regrettably, online play 
is still an unknown due 
to a lack of players on 
Heat.nel (probably 
because of the game's 
recent release). 

Had FLYING HEROES run without a 
hitch, I could have ignored the adequate 
but uninspired sound and cheesy voice act- 
ing, and would probably have rated it four 


stars, Unfortunately, I had to disable my joy- 
stick port to get it to run. Despite these 
minor faults, if you like tournament-style 
shooters, FLYING HEROES deserves a look. 
-Joe “Biter" Bailey 


E8MPBIER 6AHIH6 HORIB 









. liademark ol Jack Ryan Enterprises, Ltd. 


. trademark of Red Storm Entertainment, tnc. Red Storm Entertainment 


O 2000 Red Storm Entertainment, Inc. Ail rights reserved. Covert Operations Essentials Is i 
and Larry Bond. Other brand and product names are trademarks or registered trademarks. 


A SOLDO ISN'T BORN. 


BRING TRUE-LIFE COMBAT TACTICS 


TO YOUR RAINBOW SIX'^^ BATTLES. 


You don't become a member of Team. Rainbow 
through luck, heritage or twist of fate. You ' ^ 
only do it through hard work and intense 
training. Now you can learn combat tactics 
. from true military experts — then test your new 
skills in one of nine brand-new game levels. So 
by the end, you'll be the deadliest weapon on the 
Rainbow Six battlefield. 


• NINE ALL-NEW LEVELS FEATURING NEVER- 
BEFORE-SEEN MISSIONS AND GAMEPLAY 

• STAND-ALONE FUNCTIONALITY— DOESN'T 
REQUIRE PREVIOUS VERSIONS OF RAINBOW 
SIXOR ROGUE SPEAR 

• CUSTOM MISSION FEATURE ALLOWS YOU TO 
CHOOSE GAME TYPE, MAP AND DIFFICULTY 

• GAIN CERTIFIOATES IN COMBAT SUBJECTS 
INCLUDING HOSTAGE NEGOTIATION. KIT 
SELECTION, INTEL PHOTO ANALYSIS AND MORE 




ARMY MEN: WORLD WAR ARMY MEN: AIR TACTICS 


REVIEW 



3 DO’s toy-soldier game ARMY 
MEN, in which squads of efernaliy- 
warring Green and Tan miniatures 
spring to life for your plastic-melting 
pleasure, created some excitement 
upon its January 1999 debut. Yet, 
underneath the cool concept lay a title 
hindered by sloppy controls, repetitive 
gameplay, and problematic program- 
ming - a situation made all the worse 
when subsequent sequels offered pre- 
cious few upgrades. Into this lacklus- 
ter environment wade the latest install- 
ments in the bargain-priced franchise, 

ARMY MEN: WORLD WAR and ARMY 
MEN: AIR TACTICS, 

Neither truly revitalizes the franchise, 
nor do they effectively deal with key 
trouble spots. Movement continues to 
be mired by clumsy controls that'll 
have you inadvertently bumping into 
and becoming trapped in the scenery. 

Ordnance frequently misses its mark, 
even when crosshairs and tracers indi- 
cate a direct hit. And both are plagued with jumpy camera 
^ movement, potential lockups, and a top-down perspective 

that looks antiquated and unfairly conceals your enemy, 

AIR TACTICS is certainly the more annoying of the two. Though you do gel a chance to 
fly an attack helicopter into Tan territory and experience numerous real and miniaturized 
environments among 20 unique missions, the chopper-confined gameplay feels limiting 
and is simply more work than play. Irritating insects plague your every move. Elevation 
adjustments are automatic and dictated by the height of the surrounding terrain. And the 
lack of independent viewing means you can’t scroll over upcoming enemy strongholds in 
advance of flying into them. 

WORLD WAR, on the other hand, has the common decency to pack a less restrictive 
design and a little variety within the flawed ARMY MEN framework. It lets you switch con- 
trols between soldiers, and command several men concurrently, navigate a variety of 
WWII-inspired vehicles, and utilize a wide range of weapons, from mortars to sniper rifles 
to napalm air strikes. The pre-game tutorial is instructive, and the independent camera 
control offers a graphic lay of the land before you get there. And to make things interest- 
ing, your own men are susceptible to friendly fire. Far from perfect, ARMY MEN; WORLD 
WAR is the better of two lackluster games. -Gordon Goble 

rGenre; Action • Publisher: 3D0 * S20 * www.3do.coin * ESRB Rating: Everyone 



SIMGITY 3D00 UNLIMITED 


Genre: Strategy • Publisher: Maxis * S4D • 
www.simcily.com ■ ESRB Rating; Everyone 


I f you’re a SimMegalomaniac suffering 
from extreme SimWithdrawl because of a 
lack of new challenges and tortures to 
impose upon your SimCitizenry, your new fix 
has arrived. Unfortunately, like most fixes, 
this one’s a bit overpriced. 

Among the highlights for this term is the 
. 1*4 Building 

^ ^ ^ ^ Architect, 

which allows you to design any size or com- 
plexity of building; it’ll bring out the Frank 
Lloyd Wright in all of us. With a few mouse- 
clicks, you can also convert a city to a 
European - or the especially cool-looking 
Oriental - architecture set. 

Also new are the mission-based scenar- 
ios (including nuclear disasters, freedom 
from mob rule, etc.). Those with Job-like 
patience can create their own with the 
extremely complicated Scenario Editor. 

Feeling a tad sadistic? Then introduce 
your loyal subjects to new disasters, includ- 
ing Toxic clouds, whirlpools, locust plagues, 
and falling space junk (but hey, Maxis, 
where's Godzilla?), 

If you're new to the SlMClTY series, 
UNLIMITED is an excellent introduction to 
the genre. But I think it would have been 
more fair to faithful fans for Maxis to have 
priced this as an add-on disk for SlMClTY 
3000, instead of forcing current owners to 
buy the game again, It's enough to make 
3000 lose a few points in the popularity 
polls. -Mark Brooks 


LEMMINGS REVOLUTION 


Genre; Puzzle < Publisher; TalonSoft • 
Developer: Psygnosis/Take 2 
S20 * www.talonsoft.CDm 
ESRB Rating: Everyone 

S uccess in game design is a double- 
edged sword. Sure, the money is nice, 
but a successful game inevitably 
demands a sequel, which almost invariably 
requires the perversion of an elegantly- 
balanced design with gimmickry in the 
name of novelty. 

Fortunately, the gimmicky twist employed 
in LEMMINGS REVOLUTION - wrapping the 
traditionally 

-k-k -k -k 2D levels 

around a 3D 

cylinder - adds nothing of interest to the 
long-running LEMMINGS franchise, which 
means that it does nothing to pervert the 


elegant simplicity of one of 
the best puzzle games 
going. Once your eye accli- 
mates to the whirling 3D 
weirdness, you'll find your 
good ol' lemming friends up 
to their good ol' tricks - 
blindly bopping their cute 
green mops toward horren- 
dous deaths, requiring 
gamers to step in and help 
the tribe block, bash, build, 
and climb its way out of 1 00 
deviously designed death- 
trap levels. 

New puzzle elements, 
like gravity-flipping gates, 
transporters, laser switches, 
and trampolines add April 
freshness to this perennial 
puzzle-fan favorite. 

-Chris Lombardi 



CBMPVTER 6IIMIN6 WORLD 







"The rush of flying at 30 fe^ 
and 90 knots is unsurpassed. 

Combat Sim 


www.enemyengaQed.com 

miwwwiw 


emp¥0 


©2000 Enemy Engaged and Empire are trademarks of Entertainment International 
(UK) Ltd. All rights reserved. All other trademarks are properties of their respective owners. 




HARDWARE 


IN SEARCH OF THE ULTIMATE 
GAMING RIG • REVIEWS • NEWS 


A PARTITION BACKUP MAKES REINSTAILING WINDOWS ALMOST PLEASANT 

Saving Vour Worid 


by Loyd Case 


H ere’s the situation: Windows has 
become slow as molasses over a 
period of 18 months. Defragging 
doesn’t help; the uninstaller chokes; and 
every time you run scandisk, it always 
finds errors, So, you back up your criti- 
cal data and reformat the hard drive. 

Since you've been housecleaning, you 
decide it’s time to upgrade your mother- 
board, so you now have a nice new 
board that supports PC133 memory. 
The chipset on the new board is so 
new, you’ve had to install a veritable 
host of new drivers. You finally load 
up a few games, your office applica- 
tions, DirectX, and all your hardware 
drivers. You’re done, right? 

Wrong. If you’d like to save yourself this 
headache again in six months or a year, 
then you’re not done yet. Before you start 
back into hot and heavy gaming, it’s time 
to back up the main partition on your hard 
drive. If you ever have to do a clean install 
of Windows from scratch, a partition back- 
up makes life much, much easier. 


Your Hard Drive 

Partitioning the drive is simply building a 
layout of data on the drive that your oper- 
ating system can interpret as volumes, 
files, and directories. The base volume is 
the partition. A single drive can actually be 
split into multiple partitions. For example, 
you may have a single, large drive split 
into two partitions, a C and a D drive. I 
generally prefer to have two separate, 
smaller hard drives, each partitioned into a 


single volume. Call me paranoid, but hav- 
ing two physical drives gives me a sense 
of security. 

Backing up the partition is essentially 
making a “snapshot” of your system at one 


Read this article in its entirety before following any of the 
steps in iil Before you nuke any drive partitions, be sure to 
back up your data files, and copy the Info to reconnect to 
your ISP so you can access the Internet after reinstalling. 


moment in time. When you back up a parti- 
tion, you back up everything about the par- 
tition: the directory structure as well as 
the files. However, modern partition back- 
up tools are very smart about sizing parti- 
tions, so you don’t necessarily have to rein- 
stall the backup file to an identical drive — 
which makes partition backup an ideal tool 
for upgrading hard drives also. 

The Ghost in the Machine 

There are several partition backup utili- 
ties on the market, but my tool of choice is 
Norton Ghost, which comes in both corpo- 
rate and personal versions. The personal 
version is very inexpensive, and pretty 
easy to use. 

If you have two hard drives in your sys- 
tem, your best bet is to have one be your 
everyday drive, and put the Ghost image 
on the other. That way, should 
your main drive go belly 
up, you’ve still 


GADGET OF THE MONTH 




W hile the Cult of Palm is alive and well and living here at CGW, could it 
be that the PaImPilot has met its match? Compaq's new PDA, which uses 
Microsoft's Powered Pocket PC operating system, offers a color 320x240x4096 
color TFT display, 32MB of memory, audio support (MP3 and WMA playback), and standard 
applications like Microsoft Pocket Word, Pocket Excel, Outlook, Internet Explorer, and Wndows 
Media Player, its USB connectivity makes hot-syncing a much faster process, and will help move 
MP3 and WMA files onto the unit faster, too. The unit's rated battery life is 1 2 hours per charge, but 
your mileage may vary. The iPAQ also has a standard PC Card slot for expansion, so you can add a 
network card, modem, or additional storage, Compaq is also offering an 1 1Mbps wireless networking 
card, making network connectivity as easy as coming within operating range of a wireless LAN. 


Compaq iPAQ H3600 Pocket PC • $499 • www.compaq.com/products/handheltls/pocke^c/ 


I SEPIEMEER 2000 • cgw.ganespol.ci 




HARIDWARE 


got a clean image to restore to the new drive. But if 
you’re living on a single hard drive, and many of us 
are, you’ll want to use Windows' FDISK utility to 
create two partitions on that drive. So follow these 
steps: 

Create a bootable floppy disk (format the disk in 
Windows and select the “copy system files” option), 
and copy these utilities to it: FDISK, FORMAT, and 
MSCDEX. These can be found in the C;\WIN- 
DOWS\ COMMAND folder. You’ll also want your CD- 
ROM drive’s DOS driver. 

You'll need to create two DOS startup text files, 
AUTOEXEC.BAT and CONFIG.SYS. In CONFIG.SYS, 
you’ll want to set up your CD-ROM drive’s driver 
with the following: 

DEVICE=HIMEM.SYS 

DEVICE=MTMCD.SYS /D:CDROM 

In AUTOEXEC.BAT, you'll want to have a line for 
MSCDEX, DOS’ CD-ROM extension: 

MSCDEX /D:CDROM 

Before you nuke anything, make sure that your 
system can boot using this floppy disk, and that you 
can read a CD-ROM disk in DOS. If you can't, check 
the CONFIG.SYS and AUTOEXEC.BAT startup files 
to make sure you’ve got the right syntax, and that 
all the needed files are on the floppy disk. 

Now that you’ve backed up your needed data files 


(you did, didn't you?), put the bootable floppy into 
the floppy drive, and boot using it. Make sure you've 
got your Windows CD-ROM handy. Now, take sever- 
al deep breaths, and run the FDISK utility. Go ahead 
and delete the primary partition. 

In creating two new partitions, I generally use the 
two-thirds/one-third rule, making the C drive the 
larger partition and the D drive the smaller. So, on a 
20GB drive, the primary partition would be 13.4GB, 
and the second partition would be 6.6GB. Once 
you’ve created these partitions, reboot your system 
using the floppy disk, and now format both of these 
new partitions. You’ll have some time here, so go 
grab a cold one. 

Once both new drive partitions are formatted, 
you’re ready to run Windows setup. 

Once the Windows install completes, get your ISP 
software or configurations in place, and make sure 
you can connect to the Internet. Add graphics and 
sound card drivers to taste and simmer. Now, install 
DirectX 7.0a, and whatever business apps you use 
on a daily basis. 

Now we’re ready to take our “snapshot” using 
Ghost. In our example, we'll look at backing up a 
partition, but backing up a drive is pretty much the 
same thing, except that you can include multiple 
partitions. 



NetBIOS 




Options 


BACK IT UP 


If you’re backing up a partition with a lot data (more than 2CB), you’ll 
want to set up the Ghost options to include automatic spanning and auto- 
naming of the span tiles. Ghost prefers to create multiple image files of 
2GB or less. Auto-spanning takes care of this without prompting you, and 
auto-namlng will give each span file the same base name. 


After the initial setup, you tiien launch into 
the partition backup process. If you're back- 
ing up from within Windows, you can use 
the mouse, but the menus are very easy to 
navigate with the keyboard when you’re run- 
ning in DOS, too. The base menu is always 
automatically selected, and you move the 
selection cursor by using the arrow keys on 
the keyboard. The right arrow launches cas- 
caded menus. Move the menu choices out 
and select local, partition, then “To Image." 




Partiticn jo Partition 


After you type in the file name, you're asked if you 
want the file to be compressed. I generally choose 
the “fasf setting, which Is a good compromise 
between speed and disc space. If you have a fairly 
small second partition, you may want to choose the 
high compression option, but it will take a lot longer. 


Rnally, the backup starts. Ghost gives you a lot of status data. 
Including elapsed time, how fast the backup is progressing and how 
many megabytes have been backed up. 


• SEPTEMBER 2000 


COMPVIEH EAHINS WDRID 




HARDWARE 


Image Restoration 

When it comes time to restore 
the partition backup, first make 
sure you've copied off any valu- 
able data files from the partition 
to be restored. This may 
include items like your 
Favorites folder, your ISP settings, any 
email, and so on. Create a bootable floppy disk, 
and copy the Ghost executable {GHOST.EXE) to 
it. When you restore a partition, you OVER- 
WRITE everything on that drive. Remember, 
Ghost only creates a snapshot in time of your 
hard drive. As you use your system, you’U be 
adding new apps, creating new data, and gener- 
ating other files. Make sure anything you want to 
keep is stored away safely. Then you can restore 
the old partition. 

The process of restoring a partition is similar to 



NORTON’S GOOST: 
PERSONAL EOITION 


Price: $63 

Manufacturer: ^antec 
Contact: www.syinantec.com 


backing it up. However, there are several extra 
steps. First, you have to choose the backup file 
name. That’s easy. Then you have to tell Ghost 
the source partition you want rest ored. Most of 
the time, there’s only one choice. 


BACK FROM THE DEAD 



The next step - and the potentially dangerous one - is to pick the target partition. Once you launch the restore, It's irreversible. So 


make sure you pick the correct destination drive AND the correct destination partition. Double check before you hit OK. There’s no 


feeling quite as bleak as when you realize you’ve just restored Uie wrong partition to the wrong drive. 


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Sut what if all you really want is 
an individual file? That’s no prob- 
lem. Ghost Personal Edition 
comes with a cool tool called 
Ghost Explorer, an application 
that lets you peek into the back- 
up file and even extract individual 
files. As the name implies, it 
bears a strong resemblance to 
the Windows Explorer. So there's 
really nothing to stop you from 
making frequent backups using 
Ghost; just remember to keep 
that first one around, so you can 
do a clean install of Windows 
without the headaches. 




SEPTEMBER 2000 • cgw.gai 




COMPUIER GAMINE WORLD 









I don't know really how to say this, but I had a few doubts about the buzz 
on your new RADEON"' and RADEON'" DDR gamer boards. 1 checked out your 
so-called RADEON™ GPU with its integrated T&L acceleration and ultra-fast DDR 
to speed up my Quake'“ II! Arena framerates. Not only does RADEON™ have 
awesome high-quality performance but it supports more advanced 3D games 
and upcoming DirectX™ 8.0 features than any other graphics board. The DVD 
playback feature will come in handy when I need to take a break from gaming. 
And, I have to admit the video capture and TV-output option on RADEON™ DDR 
makes it a must-have. But, just remember, the only opinion of RADEON™ that 
matters is mine and I have only one thing to say to you ATI 




HAROWARE 


Under the Hood 


BY DAVE SALVATOR 



How Much 3D Is EnoughP 

We've come a long way, baby. But we have much farther to go. 


L ast month I tested five of the latest 3D 
cards, and as I plowed through all the 
performance tests, I got to thinking, will 
we ever reach a point where we have enough 

3D? The new GeForce 2 cards can run QUAKE III 
at 1024x768x32 at over 90 frames per second. 

How much more performance do we really need? 

3D chipsets have been on a blistering growth 
curve, aided by rapid advances in chip manufac- 
turing. To get an idea as to just how far 
we’ve come, consider this; At 640x480 run- 
ning at 60 frames per second, a GeForce 2 
chip can process more triangles in a 3D 
environment than there are pixels on the 
screen to display them. And it won't be 
long before 3D chips can achieve this same 
feat at 1024x768. What happens when 
we’ve got more triangles on the screen than 
pixels? 3D programming shaman Jolin 
Carmack has noted that at this point, you need to 
consider another programming model. To that 
end, there are other 3D primitives (the basic geo- 
metric building block for creating a 3D model) 
waiting in the wings, like curved primitives called 
NURBS. The bottom line is, 3D chips' astounding 
growth spurt is far from over, and you don’t have 
to look any further than X-Box's specs to see 
where things are headed. Its stated texture filt- 
rate is anticipated to be three times that of 
GeForce 2. 

So What Does Enough 3D Look Like? 

Well, the initial answer is easy enough: 3D 
graphics should look like the real world— absolute 
photo-realism, that is. So. maybe the easier way to 
understand the answer is to do a little math: 

Photo-realism - Where We Are Now = What 3D 
Technology Still Needs to Do 

Included in the answer to this equation are 
things like full radiosity lighting (calculated rays 
of light) with an unlimited number of lights and 
shadows. Also in this mix would be particle sys- 
tems that could interact with these lights, like 
dirt being kicked up by a passing vehicle that 
would interact with lights and shadows. Very 
realistic facial rendering and animation — particu- 
larly when avatars are speaking — is another 
worthwhile goal. We need more highly-detailed 
models, and frankly, more models acting 
onscreen during gameplay. Think about it: In the 
3D games you've played recently, how many 


moving characters are on the screen at any given 
time? Answer: a lot fewer than there ought to 
be. Imagine you’re on the run from government 
security goons, and want to try and disappear 
into the canvas of a crowded marketplace filled 
with thousands of people, or you're playing in a 
real-time strategy game where you’ve got sever- 
al thousand troops descending on your strong- 
hold. Think of SHOGUN cranked up several orders 


of magnitude. The list of needed improvements 
goes on and on. 

Both 3dfx and nVidia have some ideas on how 
to begin tackling some of these challenges. Sdfx's 
full-scene anti-aliasing (FSAA) will help clean up 
some of the graphic distortion that rendering inac- 
curacies produce. And nVidia’s accelerated trans- 
form-and-lighting (T&L) will put more triangles on 
the screen to create these more detailed worlds, 
while simultaneously relieving the CPU of these 
processing-intensive tasks. Unfortunately, these 
two companies have managed to simultaneously 
agree and throw mud at each other: 3dfx is work- 
ing on accelerated T&L (so are ATI and Matrox), 
and nVidia is working on improving their FSAA 
support in Direct3D. 

Keep on Keepin' On 

Of course, many more characters onscreen with 
individual behaviors means you’ll need a bigger 
CPU to keep the whole circus flying. So, in addi- 
tion to more 3D horsepower, CPU horsepower will 
have to continue scaling as well. And yet another 
reason that performance will continue to grow is 
economics — 3D chip and CPU makers have to 
generate demand for their latest wares, and 
there's no better poster child for more perfor- 
mance than gaming. 

So, short story long, there’s no real end in sight 
to the ongoing upgrade rumba we dance year 
after year. But take heart, because generation by 
generation, we’r e get ting closer to gaming’s 
Promised Land. 23117 


Until games look like real life, 
the frenzied pace of graphic accel- 
eration will continue unabated. (T 




SEPTEMBER 200D • 


EOMPUTER CUMING WORLD 






!tSiiE3 «st! 


To get the Maximum performance out of 
a multi-user game, get off the Internet 
and get on a D-Link lO/lOOMb Fast Ethernet Network. Up to 200 times 
faster than the Internet, and 10 times faster than other legacy 
networks. Easy to set up and install, a D-Link 10/100 Network In A Box 
comes with everything you need to build a Windows 95/98 Network. 


D'Link 

www.dlink.com 


GAMIMC 


EDITORS' 

CHOICE 


•SJlMsi ★★★★* 


■|?H = H 


Prices and Specifications are subject to change without notice. D-Link is a registered trademark and DFE-906 is a trademark of 
D-Link Systems, Inc. All other trademarks are properQi of their respective owners. ©Copyright 1999 D-Link Systems Inc. All rights reserved. 







HARDWARE 


+Tech Medics 



Wttiai 


Wounded on the technological front? Our medics may be able to patch you up and get you back into the action. Send your 
gaming-related technical questions to cgw_hardware@zd.com. 


Get on the 
RAMBUS 

I want to upgrade my PC to use 
RAMBUS. I plan to buy an ASUS 
motherboard (P3C-E). I have heard 
that the RAMBUS runs at the 
speed of the processor. So, if I buy 
an 800MHz RIMM and I currently 
have a SOOMHz Pentium III, will 
the RAMBUS even work? I have 
only seen RAMBUS chips at 600, 
700, and SOOMHz speeds. Or will 
the RAMBUS run at SOOMHz 
speed? Does this speed matter a 
lot depending on your processor? 
How would you recommend that I 
upgrade? 

Yeati, all of the different parts of PCs moving 
at different clock speeds sometimes makes my 
brain hurt, too. But to answer your question, 
on the ASUS P3C-E motherboard, you should 
be able to use any of these speed grades of 
RAMBUS. The differences have to do with 
these memories' maximum clock rate, with 
higher-clocked parts being more expensive. 
GOOIVIHz RAMBUS has a maximum data rate of 
1.2GB/seG; 7Q0MHZ goes to f.AGB/sec; 
800MHz goes to 1.6GB/sec. The speed of this 
memory doesn't have anything to do with your 
CPU speed. So. you could run your Pentium-Ill 
with RAMBUS on any of these three speed 
variants. As for which speed grade to buy, 
the safe advice is to err on the side of horse- 
power, and go with SOOMHz. But from 
CPU/chipset testing, I've found that RAMBUS 
can make a differenoe in some very high-reso- 
lution test cases; but if you opted for GQOMHz 
RAMBUS, it probably would barely show up in 



benchmarking, and would save you a 
few bucks. 


Mother Quest 

I love computers just as much as 
the next guy. I am a timid over- 
clocker (Pentium-II 333 running at 
360!) who would like to continue 
to upgrade his currently lacking 
rig beyond his current GeForce 
SDR, pansy over-clocked proces- 
sor, and 64MB of RAM. Of course, 
being a computer gamer and 
VERY lazy I don't want to go look- 
ing for a new motherboard, but I 
have no idea what the fastest chip 
1 can plop down on this AL440LX 
is. I read that a 400 Celeron might 
work, but if I can go faster 
(mmmm, Celeron II + Slotket), 
then I would really like to. 

I have no idea as to what the 
fastest chip I can put on here is, 
considering that Micron either did 
not include the motherboard 
manual or I lost it in the piles of 
invoices they sent when I got this 
computer 2 + years ago. Am I stuck 
with this pathetic 5 multiplier or 
what? And what’s that burning? 


According to Intel's spec sheet (available on 
the Web at support.intel.com/support/mother- 
boards/desktop/al440lx/spec.htm), you've got 
the fastest Pentium-II CPU the AL440LX will 
support. Slot 1 Celeron 400MHz chips seemed 
hard to come by in my initial search, but 
433MHz parts were available for just under 


$100. The problem is this; Your motherboard's 
highest supported multiplier is 5, so even a 
shiny new 433MHz Celeron would still run at 
333MHz (GGMHz system bus x 5). So the 
only thing you'd be gaining is an onboard 
128K6 level-2 cache, but more than likely, 
you wouldn't see much of a performance 
improvement. Looks like a motherboard swap 
is in your future. But buck up-motherboards 
aren't nearly as hard to install as they used to 
be, and if you're motivationally-challenged, 
your local computer retailer will probably do 
the swap for you tor a small fee, if you buy 
the motherboard from them. 


Pedal-Paddle 

I'm looking for a force-feedback 
racing wheel with paddles rather 
than pedals, as I am confined to 
a wheelchair and can't use my 
legs. I currently use a 
Thnistmaster wheel with paddles 
for braking and accelerating, 
but it has no force-feedback. 

I do use a Microsoft force-feed- 
back joystick for flying and that 
works fine. 

There are several fine choices here, and they 
include wheels from Microsoft, Logitech, 
and Guillemot. Of the three. Guillemot's 
Ferrari wheel is probably the standout, 
given that its force-feedback technology 
is the newest. It does come with pedals, 
but also has programmable wheel-paddles 
that you can map to acoelerator/brake, 
then map shifter controls to front buttons. 
The Guillemot Ferrari wheel sells for 
around $130. 


TECH77P Drivers Wanted 

I f you’re looking for one-stop surfing to get the latest graphics card drivers, check out www.reactor- 
critical.com. This site gathers the latest drivers from nearly all the major 3D-card manufacturers 
and puts them in one convenient spot. 




SEPTEMBER 2S00 • cgw.Qamespol.c 


COMPUTER GRHIII6 nORlD 





With Other- 
Sound Cards You 
Hear Him Empty 


If Monster Sound MX 400 j 
You Hear Him 
Empty His Bladder. ^ 


SB's Diamond i ■ 

Monster Sound 

MX400 will rock your PC audio world. Based on ground- _ ^ „ 
breaking technology from ESS and Sensaura, the Monster ' «■ fE^B| 
Sound MX400 adds a whole new twist to your gaming 
experience with scorching 3D positional audio, so now you hear sounds 
on a whole new axis — above and below you. And with true 
quad output and Dolby Digital surround sound f you create the ultimate 
PC home theater. Pius you can play, download, store and 
manage the hottest digital audio formal on the internet or copy tracks 
h-om your CD collection to build your own high quality MP3 files! 
SO UP YOUR AUDIO WITH MONSTER SOUND MX400— truly in a class by itself! 

Semnihot of SlMte Zuo eeurtety b! At 


ffulrei Delby Olgllt 


www.s3.com 


AUDIO 



YOUR TWO BEST RECIPES FOR BUILOING THE ULTIMATE GAMING MACHINE 


Killer Rigs 


^Monitor 

I Mitsubishi DiamondPro 2040u 

j 0{ft|que^.Q95 



[H Power Rig 


1 Componeiii Manulablurer Price Tlie Skinny | 

VY MiniciiUe case 

Yeoiiii YaiKi 

S2I3 

Lots of coolmii 

Motherboard 

Asus P3C-E 

$180 

AGP 4X. Intel 620. RAMBUS 

CPU 

Intel Pentium-Ill 933 

$800 

OK. not a Ginahertz-but at least voii can buy it 

Memory 

12aMB of PC800 RDRAM 

$450 

RAMBUS, babv! 

Disk Controller 

Adaolec 29160 

S1B5 

Sliohllv faster, hill also PCI 64 support 

Primarv Graphics 

Hercules 3D Prophet II 

$300 

DDR SDRAM and T&L support 

3.5" Floppy Drive 

Teac 

$20 

You still have to have one 

Hard Drive 


$880 

Now at 36GB 

Backup 

Creative DVD-RAM drive 

$270 

5.2 pins of backup 

CD-RDM/DVD 

Pioneer Bx SCSI DVD-3D3S 

$135 

New Pioneer Slot-Drive DVD 

Monilor 

Mitsubishi DiamondPro 204Gii 

$1,100 

PerfecUv flat: nood USB support 

Primarv Audio 

Sound Blaster Live Platinum 

$160 

For four-sneaker DirectSoiind. A3D, and EAX 



$175 

Loud, clean, uncolored, and fabulous 

Modem 

3Com SDSL modem 

S40D 

DSL at last 

Nelwoikino 

3COM Etlierlink 10/100 PCI 

$40 

Reach out and fraii someane 

Nelworkinn Hub 

fJetiiearOSlOa 

$95 

Mullliilaver & DSL modem suonort 

Power Supply 

PC Power and Coolinn Tiiibocooi 300 

$99 

More power, Scotlv! 


Microsoft fJalural Keyboard Pro 

$59 

Natural in. Newtoiioh out 

Moiise/Pointinn Device 

Microsoft Inlelllmouse Explorer 

$00 

No balls! 

|USB Hub 

Logitech WingMan 7'Port 

$79 

Get them USB ports upstairs 



ihial w^ barne uotSirollere : $5,700 1 

Flight Jovstick 

CK FIB Combatstick USB 

$65 

It lust feels riuht 

Rudder Pedals 

CH Pro Pedals USB 

$100 

Nearly oarlect foot placement 

Drivino Controls 

ECCI CDS 4000 

$1,250 

For the serious sim driver 

Gamepad 

Interact Hammerhead FX 

$40 

DualShock-likc force-feedback controller 


Gravis Gamepad USB 


Total $7,155 


The Fine Print: All recommendations based on actual evaluations and lasting. Prices listed are average low quotes from Web price search 
engines like www.compulerahopper.coni or www.pricewalch.com. Lists compiled by Dave Salvator. 


■ Lean Machine 


1 Component 

Manufacturer 

Motherboard 

Gigabyte 71X 

CPU 

Athlon 700 w/coolinq Ian 

Memory 

128MB PC133 SDRAM 

Disk Controller 

Built-in UDMA/33 

Primarv Graphics 

Hercules 30 Pronhet 

Floppy Drive 

Teac 

Hard Drive 

Maxtor Diamombnax 6800 

Phis 17.4GD drive 

CD-RDM/DVD 

Pioneer DVD-114 

Moniler 

Onliouest 095 

Primarv Audio 

Sound Blaster Value 

Sneakers 

Boston Acoustics BA-635 

Modem 

Actiontec PCI Call-Waiting Modem 

Case 

Elan Vital T10-AB 

Power SuddIv 

Amec 300W 

Keyboard 

Microsoft Internet Kevboard 

Moiise/Pointine Device 

LGailech USB Wheel Mouse 

Jovstick 

Logitech Wingman Extreme Digital 

Gamepad 

Gravis Gamepad USB 










KILLER RIGS 


Want a full-bore gaming beast without having to build 
it? We’ve got you covered. These two systems tested 


ever having to charge up the electric screwdriver. 


Power Rig 


Alienware's Area 51 Aurora took no prisoners in our recent 
testing, and its latest AMO Athlon-based rig pushes the 
CPU speed up to 1GHz. The Aurora Is also packing 256MB 
of PC133 SDRAM for system memory, along with a 
GeForce 2 GTS-based 3D card with 32M6 of DDR SDRAM, 
Klipsch’s testicular four-channel ProMedia V.2-A00 speak- 
ers, and, it still comes in black. 


Alienware’s Area 51 


> $4,6B0 as configured ■ (8Q0) 494-3382 • wvAv.alienwarexom 






LeanMaciiine 

In addition to its high-end rigs, Dell also puts together very solid bang-for-the- 
buck-lype systems as well. Thanks in large part to its high-volume buying 
•' power, Dell’s Dimension XPS T comes in at just under Si, 300 and includes a 
! TODUH! Pentium-Ill, 1!IMB ol RDRAM, a 32MB DDR EaForce 30 card, 17-Inch 


■ $1,899 as configured ■www.dell.com 


DefI Dimenston XPS T 


Lean Machine: How Low Can We Go? 

It’s just amazing how much PC you can put together for under two grand these days. And with that in mind, we’ve decided to crank the price limbo bar on 
the Lean Machine down to $1,500. To do this, we went with a 700MHz Athlon CPU, and a GeForce SDRAM 3D card. This is a downgrade from the 900MHz 
Athlon/GeFcrce DDR card we had in there last month, but these two changes let us bump the price down to under $1,500. Depending on your own budget, 
and how much CPU and 3D card prices have dropped by the time you read this, you may well be able to nudge up your CPU to an 800MHz, and possibly 
consider switching back to a DDR GeForce card. In any event, the Lean Machine we've built for you here, despite a little component trimming, Is still a very 
solid box that will let you get your game on. 



Price The Skinny | 

S11D 

Solid, stable Athlon motherboard 

$180 

The qiqahertz cometh. Feel the love 

$100 

128MB. snuaezed in 

$0 

It's in there 

$130 

Solid GeForce SDRAM card 

$20 

Still (lotto have it 

$130 

Fast and dieaa 

$140 

Slot-drive DVD 

$300 

Solid 19” monitor at a budoet once 

$45 

R.I.P. Aureal 

$70 

Went back to mv favorites 

$70 

Solid oerformance. oood orice 

$75 

Back to the old familiar 

$49 

Drunk with oower 

$24 

Cheao: nice add-on buttons 

$30 

Better than the "naminn" mouse 

$39 

Very solid 3D iovstick with USB 

$30 

Solid, basic gamepad 

Total $1 ,542 ■ 


C hoosing the right 3D card 
depends on your CPU and 
your motherboard, so we have 
two recommendations for you: 

For a Pentium 233MHz or slower, 
or a PCI motherboard (no AGP), or 
a motherboard-down AGP graphics 
chip with no AGP slot, get Sdfx’s 
Voodoo3 3000 PCI board. 

At around $120, the V3 3000 
delivers good price/performance, 
and will do a good job with current 
games. And, when you swap in a 
new motherboard/CPU, you can 
migrate the Voodoo3 board to the 
new setup and use it there until 
you decide to get an AGP-based 
30 card. 

For motherboards with AGP, we 
recommend Hercules' 30 Prophet 
II, based on nVidia’s GeForce 2 GTS 
chipset, which took top honors in 
our latest round of 30 testing. This 
board has 32MB of DDR SDRAM, 


^ W HICH 

UDCSiSHe) 

.SHOULD I BUY?. 


and if your monitor can tolerate it, 
try booting your favorite game up 
at 1600x1200; you’ll be surprised 
how well things keep moving. At 
$310, this board doesn’t come 
cheap. If money is an object, its 
now-one-generation-back prede- 
cessor, the GeForce-based 30 
Prophet, is $225 at press time, it 
should be below $200 by the time 
you’re reading this. 


133 









HP CD-Writer Plus 93101 


Reviews 


THW 


Bl 


MICROSOFT 
INTELLIMOOSE OPTICAL 


Requirements: Windows 9x, Windows 2000, Mac. 
Price: S5B 

Manufacturer: Microsoft 
Contact: www.microsafLcQin/hardwarB 


HP CO-WRITER PLOS 
03101 


Requirements: Wndows 9X, a tree ElOE channel. 
Price: $30) 

Manufacturer: Hewlett Packard 
Contact: www.hp.com 


LOGITECH WINGMAN 
OSB HUB 


Requirements: Windows Ox, Windows 2000, Mac. 
Price: $00 

Manufacturer: Logitech 
Contact: www.logitech.com 




T he IntelliMouse Optical closely 
resembles its big brother, the 
IntelliMouse Explorer, complete 
with side buttons and the cool glowing 
tail. Like the original, there’s also no mouse 
ball, with the mouse tracking performed by 
light emitted from the base of the mouse and 
reflected off the mousing surface. Gone, how- 
ever, is the slippery surface. It's also a tad 
smaller and symmetrical in shape (great for 
lefties), with 
duplicate 
buttons on both 
sides. 

In most cases, 

this is a superbly comfortable mouse. The 
response in most Windows apps, as well as 
the majority of games, is smooth and precise. 

It felt so good, it was almost love at first 
mouse. Turn-based and real-time strategy 
games seemed much less of a burden on my 
mousing hand. But a weakness revealed itself 
when playing an extended session of UNREAL 
TOURNAMENT. I discovered that very fast 
mouse flicks - as when doing a jump-turn - 
will cause the action to stutter. It's usually very 
brief, but long enough to get you fragged. 
Occasionally, the frame will freeze even 
longer. In the end, the IntelliMouse Optical - 
and all the ball-free rodents from Microsoft - 
have a high coolness factor, but if you’re 
heavily info first-person shooters, you may 
want to steer dear. -Loyd Case 


O nly a few short years ago, CD-writers 
were the toys of elitist bastards with 
way too much money to waste. 

Thanks to the wonders of mass production, every- 
one and their brother can now cook up freshly- 
baked shiny plastic discs daily. HP spearheaded 
the CD-RW movement a few years back, and with 
the 931 01, they’ve kept their standards high, 
despite the current flood of sub-par CD-R drives. 

The drive is simple to install, unless you're squea- 
mish about opening 
your case. Software 
installation is equally 
simple: The HP soft- 
ware installer takes 

care of everything. Adaptec's EasyCD Creator and 
DirectCD are the included authoring-software pack- 
ages, and they generally get the job done. There's 
also a free CD labeler from Neato, and an audio- 
editing program to help you jazz up your mixes. 

But how does it write? Well, the 1 0X writing is 
both a blessing and a curse. If you’re writing from 
your hard drive, your CD's will be finished in record 
time; around five minutes for a full write. But most 
CD-R media isn't 10X compliant, so you'll have to 
crank down the speed to be safe. We had few 
problems with non-lOX media, since it can't keep 
pace. Also, writing at 1 0X is generally too fast for a 
normal CD-ROM drive, so if you want to copy a 
CD, you’ll have to slam on the brakes. 

But in general, this is an excellent drive that 
stands out for its ease of installation and snappy 
presentation. -Alex Handy 


W e’ve waxed on (and waxed off) 
about how cool USB con- 
trollers are, and how their plug- 
and-play functionality make swapping 
game controllers a snap. But there's a 
snag - those damn USB ports are still on the 
backs of our PCs. So, the logical solution? 

Get the ports onto the desktop. Logitech’s 
new seven-port WingMan USB Hub is the 
hardware for the job, with a few caveats. 

A USB hub is 
a wonder of sim- 


plicity: Plug it 
into a free USB 

port and watch Windows detect it (there’s no 
driver to fulz with because it’s built into 
Wndows). But with Logitech's offering, 
there’s a catch - you’ll need to use the power 
supply, otherwise this hub won't come up. 
Many hubs let you run either powered or 
unpowered, and Logitech’s hub claims to do 
this as well. But without its included power 
supply, this hub wouldn't work. 

The other catch is that all the ports are 
located on the sides of the hub, meaning that 
it won't fit into tight spaces very well. If you’re 
looking for a good basic four-port, unpowered 
hub, Saitek's got one. But if you've got the 
space and the power, Logitech's WingMan 
Hub will put a whole mess o’ USB love onto 
your desktop. -Dave Salvator 











it’s computer 
deja vu. 



but the price hasn’t 
been seen before. 


Ask about Deir' computers, 
like this Dimension' desktop, 
featuring Intel- Pentium' III 
processors. 



Pentium®/// 


Dell Factory Outlet computers may seem vaguely familiar. 
That's because they're refurbished Dell systems. When 
Dell desktops, notebooks, workstations and servers are 
returned, we rebuild them to original factory specs. We 
test our systems for top performance. Then retest them. 
(Talk about deja vu.) We even guarantee our computers 
with Dell's same-as-new limited warranty! Plus, most of 
our systems come with Intel® Pentium* III processors. And 
they're ail given brand-new, discounted prices. You can 
browse online anytime. And when you're ready to order, 
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Cheats, Hacks, & Hints 


COUNTER STRIKE 


Y ou guys always have great tips about retail software, but not much 
about mods. Since COUNTER-STRIKE (CS) is one of the most 
popular mods out there, I’d share a few tips I’ve learned for it. One 
of the most important things I've found is to fire in bursts. Too often, I’ve 
seen people empty a clip in two seconds, only to have most of their 
shots go off wildly. Short bursts are most effective, and can be achieved 
by tapping the mouse button. Ideally, you want about two to three rounds 
a burst. Another important thing is to move stealthily. When running, your 
footsteps can be heard and will give away your position. Walk along the 
shadows, and your enemy won't know where you are until you kill them. 
Also, when walking you have less of a chance of running into an enemy 
and then running past him, exposing your back. Most everyone who plays 
CS knows that by crouching you can achieve stealth, but almost no one 
knows that by crouching before using ladders, the sound of your climbing 
is muffled. One last tip is that if you come across a crate that you can't 
normally jump, get a teammate to crouch and use them as a smaller crate 
to get on top of the bigger one. This tactic can be used to surprise ene- 
mies who wouldn’t expect anyone to be up there. Good luck with these 
tips. -Steven Wagner 


For a smattering of 
tips for a popular 
mod, we're giving 
Steve a copy of 
MORTYR, 
CODENAME: 
EAGLE, and a 
PLANET OF THE 
APES i-shirt. Enjoy! 




S ky Knights and Lizard Riders are wasting 
one of their clan's strengths if they're 
banking to turn all the way around - press 
the Insert key to do an Immelman that changes 
direction faster than any other clan. The 
Hammercraft should use freelook to take advan- 
tage of their gun turrets while maneuvering to 
keep enemies out of their overhead blind spot. 
And the Magion don’t have to rely on ammo gath- 
ering so much if they learn to use effective com- 
bos like the Stir n' Freeze, a.k.a. “Dairy Queen 
combo”: Hit your target with Disorient, and then 
an Iceball. After spinning and falling to the 
ground encased in ice, he’ll never be able to 
draw a bead on you to counterattack. 


MDK2 


T hree heroes, three brief tips. For Kurt, remember 
that you can now strafe from side-to'-slde while in 
Sniper View. Since headshots will down most ene- 
mies, it’s now plausible to switch to sniper for a 
moment to off someone. Grab yourself a Sniper Shield, 
and you’ll be practically invincible when picking people 
off from a distance. 

For Max, keep in mind that when using the Jet-pack, 
your current momentum is preserved. So, Instead of 
burning your precious fuel, just Jump forward, let your 
momentum carry you, and use the fuel In spurts to 
keep you afloat. 

Finally, Doc Hawkins cannot mantle. At all. He’ll 
grab, but he can’t pull himself up. He can only make 
jumps to lower levels, and very close jumps. If you’re 
not landing onto your destination, chances are there’s 
a place to use the ladder, an alternate route, or some- 
thing you can just fire atomic toast at. 


COMPUIIR BRUIIB MIBID 








W hen it comes to using 

Disciplines, use the combo 
favored by the Nihilistic Team: 
Celerity, Potence, and Feral Claws. You'll 
move fast, be stronger, and deal out 
aggravated damage (the hardest type of 
damage to guard against). These 
Disciplines are 
pretty much 


accessible to 
every character, 
and if you power 
each of these 
with the maximum 


CHECK OUT THE 


VAMPIRE; THE 

MASQUERADE- 

REDEMPTION 


of five dots, you can literally tear through 
most of your enemies. 

Also, have at least one character fully 
develop the Presence Disciplines. A pow- 
erful Awe is a great way to incapacitate a 
single foe, and a fully developed Majesty 
will cause just about everything around 
you to stand still and take the punish- 
ment, without repercussions. 


A ny old cannoneer worth his breechloader will tell you that 
you don’t have to see the enemy to make his life hell. 
Suppressing fire is a key tactic in GROUND CONTROL for 
slowing down your enemies' movements, and hopefully making a 
dent in his forces at the same time. All units are capable of 
doing it, but artillery pieces are especially effective. Simply hold 
down Ctrl and left-click the area you wish to rain shells upon 
(red cursor is In range, blue is out] and your units will comply. 
Then, just move your main battie terradynes in to mop up. 

Suppressing fire works best In 

CHECK OUT THE *™ 

nrwMurmmm hot for forward observers. 


REUIEIAf 


I 


CHECK OUT THE , 

review! 


I n RTS 101, you ail learned that the first 
-step in winning is to harvest resources i 
faster than your opponents. Play EARTH ■' 
21 50 accordingly. For the United Civilized /; 
States^this means having a harvester on 
i every s'quare of an ore field, and building 
enough refineries to accommodate them i 
all.. As the Eurasian Dynasty, build a cius- ' 
.ter of mines on the ore field; even if a mine 
••’only touches a single square of the field, it i 
will, still extract ore. But since the Lunar 
Corporation isn't limited by a bottleneck 
between the ore field and the refinery that 
produces credit, this is where they'll 
trounce the opposition every time. Pile up 
your mines, and by the end of the game, 
you're liable to have outproduced your 
opponents by a factor of 5- to 1, | 


GROUND CONTROL 


cgw.gjmeipol.coai • SEPTEMBER 2000 


C0UP8TEB SAUIH6 HABII 





GAMING 


Inside ^ 



Catching the Next Wave 


What do designers think is going to push strategy forward? 


T his month’s cover story examines 
the games we think will set trends 
in strategy gaming in the foresee- 
able future. But what do game designers 
themselves think? What do they see as 
the next big thing in strategy games? 

We ran an informal survey, and here's 
what we found out: 

Mark Skaggs, Westwood Studios (REP 
ALERT 2): With every game taking us one 
step closer to the "holodeck,” I think a 
continuing trend in all games is a higher 
degree of realism. On the RTS front, con- 
tinued integration of 3D will happen in 
ways that won't alienate less-sophisti- 
cated users. I think we'll also see modi- 
fied garaeplay to broaden the appeal of 
RTS games 

beyond core 
gamers. 

1.MDK2 Coupled 

2. ALLEGIANCE l^ogether, 

these two ele- 
3. GROUND ments will be 

a big win for 
4. Zombie the strategy 

genre as a 
whole. 

S. HIGH HEAT 2001 | Ed Del Castillo, 

Liquid 

Entertainment (BATTLE REALMS); Increased 
depth of play. In fact, the genre is really 
irrelevant— entertainment is about 
exploring emotion. RTS's are about the 
emotions experienced on the battlefield: 


College at 
www.icebox.com 


heroism, fear of death, honor, and the 
pain of loss. Strategy games need to use 
whatever means to evoke those emo- 
tions without genre distinctions. 

Brian Reynolds, Big Huge Games (CIV II, 
ALPHA CENTAURl, and Big Huge Games' big 
secret first game); 1 think 3D graphics 
technology is rapidly approaching the 
stage where even strategy games (which 
tend to have zillions of little units on the 
screen at the same time) can take advan- 
tage of it, and that's going to be a major 
paradigm shift. New kinds of games will 
be possible which weren't before. 

Rob Pardo, Blizzard Entertainment 
(WarCraft III); Currently we seem to be 
in a transition phase. Many developers 
have shied away from the traditional 
RTS genre and are really trying to find 
the next "big thing." The next big game 
will be the strategy game that can use a 
full 3D world and make it accessible to 
the broad market of gamers. 

Julian Gollup, Myttios Games (X-COM, MAGIC 
& MAYHEM, DREAMLAND CHRONICLES; FREEDOM 
RIDGE); I Still think that the biggest prob- 
lem with many strategy games is inade- 
quate AI. In the future, AIs will also 
have the ability to learn and develop per- 
sonalities. Imagine playing a game 
where you simply cannot tell the differ- 
ence between your human and non- 
human opponents. Now, that would be 
pretty scary. 

Will Wrigiit, Maxis Entertainment (SlMClTY, 
THE SIMS); I think as the graph- 
ics arms race starts to hit 


Enter the Dragoon 


diminishing 


returns, we'll see developers searching 
for something cool to spend their excess 
CPU horsepower on. I think that more 
and more of this horsepower will start to 
go into new forms of AI. This won’t just 
mean more efficient routing and stuff 
(which is good also) but rather more 
believable computer opponents and 
NPCs. Your computerized adversaries 
(and allies) will start to demonstrate 
emotional responses to your actions 
(through their irrational tactics) and the 
ability to learn from the tactics you use 
against them. 

What's most interesting about these 
responses is how most of the design- 
ers seemed to focus on nuts-and-bolts 
issues like 3D graphics. As exciting as 
great-looking games are, that's a thrill 
usually lost after the first hour or so 
of play. 

But look a little deeper and you’ll see 
a more subtle thought resonating 
through most of their words: increased 
realism— courtesy of 3D graphics— but, 
more importantly, better opponents. Del 
Castillo talks about games that stir your 
emotions; Gollup imagines a human-like 
AI that learns and develops a personali- 
ty; Wright takes that idea a step further 
when he imagines a computer opponent 
that reacts emotionally to your playing 
style. If smarter, more engaging games 
are the Next Big Thing in strategy, the 
future looks bright indeed. 


N apoleonic wargamers must 

be a glum lot, with three years 
passing since the last major 
19th-Century wargame, TalonSoft's 
BAHLEGROUND: PRELUDE TO 
WATERLOO. Their patience will pay 
off this fall with the arrival of 
Waterloo, based on the award- 
winning Sid Meier's 
GETTYSBURG/ANTIETAM engine. 
Breakaway Games, which developed 
ANTIETAM, has modified the engine to 
incorporate higher-resolution artwork, 


better animation, smoke, fires, 
and explosions. The game will 
accurately portray Napoleonic 
warfare with unit formations, 
authentic weapons (including 
rockets), and cavalry charges. 
Even the uniforms will be 
precisely detailed, based on more 
than 60 historical troop types. 

It’s hard to please a grognard, 
but this game should succeed 
where Napoleon failed, 

-Ken Brown 



SEPTEMBER 2(100 • cgw.gjmespot.i 


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Rage Against the Machine 


EA fails to rescue JANE’S ATTACK SQUADRON 


I 've been cursing like a drunken 
stevedore with a bad case of 
Tourette’s Syndrome ever since I 
got wind of the ill fate that befell 
FLIGHT: COMBAT (aka ATTACK 
SQUADRON), the long-anticipated 
WWn Sim from Looking Glass 
Studios. By now you’ve surely heard 
about the demise of Looking Glass 
Studios, and along with it, some of 
the best gaming franchises ever cre- 
ated. {You think I'm upset? You 
should see my wife, over the 
prospect of not playing any new 
THIEF games.) Yes, Looking Glass must bear the blame for 
putting themselves into such financial straights. But damn is 
it frustrating to hear how a sim as promising as FLIGHT: 
COMBAT was only a few months away from being finished 
after 28 months of work when Electronic Arts cancelled their 
plans to publish it as JANE’S ATTACK SQUADRON. 

I realize the continuation of this sim would have been 
under unusual and difficult circumstances. After all. a portion 
of Looking Glass would have had to effectively remain 
intact by retaining key personnel, securing offices and equip- 
ment, providing benefits, etc. However, a source within the 
development group informed me that these obstacles had all 
been hurdled. 

What’s even more damning is that EA didn’t spend the big 
bucks normally associated with the production of a sim such 
as ATTACK SQUADRON. They didn’t have to, because Looking 
Glass took all the risk by “bonding” their sim ahead of time 
with a separate company in order to ensure the game's 
completion. 

AU EA had to say was yes. When EA said no, they killed 
whatever chance FLIGHT: COMBAT/JANE’S ATTACK 
SQUADRON had to see the light of day. Team members 
once willing to stick around for less pay 
than what they could make elsewhere had 
to move on (after all, they have families 
to feed). 

I have a hard time accepting how a 
company that's worth S1.6 billion, as EA is 
fond of describing itself, won't publish a 
sim they could have practically gotten for 
a steal. 

Obviously, there’s more to this story, 
most of it grist for the rumor mill. There are 
tales of how Looking Glass undersold the 
project to EA to begin with and hence set 
themselves up for failure, and there are 
accusations that EA had been looking to 
get out of flight sims altogether. Perhaps 
JAS missing its deadlines merely gave EA the excuse they 

When not engaged In aerial maneuvers, Gordon Berg 
works as a network administrator for a non-profit 
social services organization. 




1. ENEMY 
ENGAGED: 
COMMANCHE- 
HOKUM 

2. FLYING 
HEROES 

3. The sheer joy 
that only COUNTER- 
STRIKE can 
bring. ..over the hell 
of a 56K modem. 

4. CIVILIZATION II 
(I’m hooked all over 


5. My new Saitek 
driving wheel. Lord 
help me, I might try 
out some racing 
sims. 


were looking for. 

According to EA's Jeff 
Brown, "...our deci- 
sion wasn't based on 
a formula for measur- 
ing profitability. It 
was based on our 
deep uncertainty that 
the project could meet 
any schedule given 
the changes in senior 
management and a 
history of missing 
deadlines.” 

Fair enough. EA didn’t have faith in what 
was left of the team to get the game done 
and that’s why they said no. I'm very sym- 
pathetic to how a company needs to make 
sound business decisions, but it just kills me 
to hear how this game had a chance and 
was instead left to die so close to comple- 
tion. If the big companies like EA don’t take 
the risk on ground-breaking games, games 
that push the limit to redefine and maybe even re-ignite 
genres, then who wUl? It certainly won’t be the independent 
developers like Looking Glass. 

WHOPPER OF A CHOPPER SIM 

Now This Is How 
It’s Done 

R azorworks' ENEMY ENGAGED: COMMANCHE-HOKUM 
should be available in the U.S. by the time you read this. 

A follow up to their 
prior APACHE-HAVOC 
release, EECH has actu- 
ally been available in 
Europe for a few 
months now. Although 
EECH can stand on its 
own merits, it can also 
incorporate the cam- 
paigns found in 
APACHE-HAVOC if you 
have it installed on your 
hard drive, effectively 
increasing the total 
number of helicopters 
and campaigns you can 

fly (and you should be able to pick up AH real cheap now). 
With improved graphics and AI, this sim will definitely 
cleanse your palette from the crap that was GUNSHIP! and KA- 
52, and it might even challenge the pedestal you've placed 
under the LONGBOW series. Kdiv 



COMPUTER GAMlilO WDRIO 










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comrf'’ 


"Launch artiiiery strike. 


dear my six. 


Believe it 

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dream of verbally directing your crew on the bridge of your starship? Stop dreaming! . woHd 


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Use any word or phrase to trigger keystrokes. With no voice training. And you can program up to 256 
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sptions. Since Game Commander sends keystrokes as if you had typed them, it will work with any simulation, 
game, or application that accepts keystrokes. 

The MX Edition of Game Commander can run simultaneously \with voice chat software such as TeamSound^", 
Roger Wilco'"", BattleCom'"^ and the like. Use voice commands and your favorite voice chat. It's the best of 
both worlds. 

Experience it 

With a fuli-duplex sound card and a microphone (preferrably a noise canceling mic), you can try Game 
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Enter discount code CGky-AJCwhen you order online and get $10 off Game Commander or 
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..V— VvZ 


Inside/i 


The Little Guys Strike Back 

Inside the skulls that hatched the COUNTER-STRIKE 
mod far HALF-LIFE 



T he COUNTER-STRIKE mod for HALF- 
LIFE is. without question, the slick- 
est user-made mod out there, and is 
probably the reason why HALF-LIFE is still 
being played online. It’s so slick, in fact, 
that HALF-LIFE developers Valve want to 
spotlight and bundle the mod in an upcom- 
ing Half-Life update. This month, I had a 
chat with the two main 
guys behind the HALF- 
LIFE mod COUNTER- 
STRIKE, “Gooseman" 
and “Cliffe," to learn a 
little more about this 
good ol’ rags to riches 
tale. 

Counter Proposal 

Q: How did this hap- 
pen in the first place? 

Did Gabe Newell just 
e-mail you one day, or 
what? 

A: (Gooseman) We 
developed a relationship 
early in CS’s development. As it became 
more popular, they approached us about 
buying the rights to CS. I honestly can’t 
remember what they said; I believe it 
went something like, "Gabe Newell has 
invited you to his 200-acte mansion to dis- 
cuss the possibility of buying the rights to 
your soul". ..just kidding. 

(Cliffe) We'd been working with Valve 
pretty closely for a while. They’ve given 
incredible support 
to the mod commu- 
nity. The interest 
they took in CS was 
gradual, and we 
started talking with 
Art Min at Valve 
about some sort of 
partnership. 

Q: What are the 
concrete effects of 
this partnership 
(besides bundling 
CS with HL}? 

A: (Gooseman) We 
still maintain full 
creative control over 


with new technology that Valve develops 
(such as network code). 

(Cliffe) CS being in the official HALF-LIFE 
updates is the only plan, currently. But we 
may work with Valve to do something else 
(perhaps a sequel for their next-generation 
engine, etc.). Nothing’s been decided yet. 

Q: CS was a cult project and is now offi- 



1. Gladiator (still 
my favorite 
movie this year) 


3. MDK2 

4. Katsuhiro 
Otomo’s Akira 
(the actual manga, 
not the hacked- 
together anime) 

5. Waiting for cursed 
PacBell to send me 
my DSL installation 
kit. 


from the ground up— without having 
someone look over your shoulder — is price- 
less. We'll try to keep it this way for as 
long as we can. 

(Cliffe) I’d have to say that the benefits 
of being independent are great. The whole 
team is pretty independent and everyone 
has a strong personality, so there aren’t 
many limits to what can be done. 

Q; Finally: What were your biggest 
influences, both within and without gam- 
ing (movies, books, etc.) in creating CS? 

A: (Gooseman) I became interested in 
the topic of terrorism while reading about 
it online. I visited various sites that cover 
terrorism, and it got me thinking about 
how neat it'd be if there was a game that 
would let me be a counter-terrorist. I want- 
ed to create a balance between realism 
and action. 


CS; development will continue as it has in 
the past year. The biggest change will be 
the possibility of working more closely 


daily backed by a 
company— did you 
ever imagine this 
happening? 

A: (Gooseman) Yes, of course, it was all 
part of the master plan. We’re actually 
kind of surprised it took this long...heh 
heh. Actually, the truth is, no one in the CS 
camp really expected it to be this popular. 
We’re happy it is, though, that’s for sure, 

(Cliffe) I can remember when we first 
opened the site in May of 1999: We'd look 
at our stats and see that fifty people had 
visited, and that blew us away. It was a 
very slow process and it still amazes us to 
this day that it's gotten this popular. 
Working closely with Valve is pretty surre- 
al in that we both idolized these guys just 
a year ago. 

Q: CS, at this point, is a finely crafted 
piece of work. Are you guys going to use 
this as a higlrlight on a resume, and try to 
join up with a game company at some 
point, or you gonna pretty much stay inde- 
pendant/freelance? 

A: (Gooseman) We totally enjoy doing 
CS as a freelance/independent project. It's 
not as lucrative as working in a company, 
but having the freedom to design a game 


capture the look of some of these games, 
yet at the same time, I wanted to portray 
counter-terrorism as realistically as possi- 
ble. This involved doing research on many 
of the more famous counter-terrorism 
units, such as the German GSG-9, French 
GIGN, UK SAS, etc. Another thing I really 
enjoy about Ist-person shooters is the fact 
that you can see your gun. It just makes 
the experience that much more immersive 
for me, so I went about trying to make the 
guns as realistic as possible— trying not to 
skimp on any details. 

(Cliffe) Strange as it may sound, I 
think perhaps the main influence was 
the FPS genre in general, and how it 
was becoming so sci-fi oriented. A game 
where you put away your hyperblaster 
and picked up some real weaponry was 
a breath of fresh air, and I think a lot of 
people agreed. Kd'.v 

Tiianks to both Gooseman and Cliffe for 
taking time out of tuning COUNTER-STRIKE 
6.5 to answer our questions. 


SEPTEMBER 20DD « 


CDMPIIltH BRMIHB IWDRIB 





GAMING! 

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inside H U 




The Joy of Text 

As the graphic adventure dies, ye aide text adventure 
may be making a comeback 




THUMB'S UP A java version ol the classic Hilchhiker's 
Guide to the Galaxy text adventure awaits you at DouylasAdams.com. 


M y introduction to computer 
gaming came in the form of 
ADVENTURELAND on my 
friend's cutting edge Commodore ’VIC- 
20, Sitting there night after night, navi- 
gating a text-based world with a two- 
word parser while squinting at an out- 
of-focus TV is likely what caused the 
mole-like vision I live with today, but 
I’ve never regretted those formative 
marathon gaming sessions. It wasn’t long before I was exploring all 
the now-classic Infocom games on my very own Commodore 64. 

The technology bug 
has bitten me hard since 
those salad days, but 
every year or so I get an 
urge to revisit the time 
when my brain served as 
a 3D graphics accelerator, 
and I check the Web for 
the latest creations from 
the interactive fiction 
community. This is one of 
the few areas of gaming 
where a talented individ- 
ual with a story to tell 
can still create one of the 
top games in the genre; 
the Interactive Fiction 
Competition proves it to 
me each year. 

The tools used to 
create and play these 
games have improved 
massively since Infocom's 
glory days. There are 
two major programming 
languages in use today. 
Inform and TADS, They 
both have specific 
strengths and weakness- 
es, and you’ll need an 
interpreter to play 
the games created 
with them. 

My current favorite 
interpreters are WinFrotz 
for Inform games and 
HTML-TADS for TADS 
games. HTML-TADS is by 
far the cooler of the two, 
letting users play games 
tlirough a browser inter- 
face that allows for the 


easy addition of graphics and sound 
effects. As the name implies, it also 
allows for all kinds of HTML tricks, and 
authors are coming up with interesting 
ways to use the technology all the time. The best thing about it is 
that it still plays older TADS adventures, with a prettier interface 
than I'm used to. 

Once you have the free interpreters, you’ll want to grab some 
games. Diving straight into the Interactive Fiction Archive, an enor- 
mous ftp site, is not recommended. Instead, try one of the major 
review sites, like the Society for the Promotion of Adventure Games 
(SPAG), Bat's Guide to the Interactive Fiction Archive, or the XYZZY 
News site. 

For those of you who don't want to go to all that trouble, there 
are many interactive fiction games you can play directly through 
any Java-enabled Web browser. Douglas Adams' Web site has a 
complete version of his infernally difficult HITCHHIKER'S GUIDE TO 
THE GALAXY, and FreeArcade.com let me experience the Scott 
Adams games like ADVENTURELAND all over again. 

Despite all the good games and new user-friendly interfaces, IF is 
not nearly as popular as it used to be. Now, after years of waning 
interest, it seems that this form of gaming may be poised for a 
comeback. Bedouin, Inc., a mobile communications company, 
recently launched the interesting RedGrendel program that aims to 
put commercial interactive fiction in the hands of mobile phone and 
PDA users. Their thought is that mobile platforms, with their small 
screens that are designed to display crisp text and little else, are 
ideal for interactive fiction games. RedGrendel was established to 
promote the development of these games by offering authors royal- 
ties ranging from 10%-40% of net sales. Whether interactive fiction 
can once again be commercially successful is a matter of serious 
doubt, but judging from the quality of some of the games I've 
played, I can only hope it works out. 

Regardless of the RedGrendel’s success, the legions of Palm users 
can play tons of interactive fiction games on the go by downloading 
POot-Frotz or Pilot Zip to convert and interpret Inform games. This 
software lets you access verb lists and provides all the directions in 
which you can go at any given time, meaning gameplay consists 
mainly of tapping instead of writing out words. You can learn more 
about the process and download dozens of games at Leisa ReFalo’s 
excellent Interactive Fiction site. Another terrific source for games 
(complete with small reviews) is the PalmPilot Entertainment Zone 
Interactive Games Area, which currently has nearly 100 interactive 
fiction games in its archive, 


( Interactive Fiction Sites 

Bat’s Guide to the Interactive 
Fiction Archive 

baf.wurb.com/if 

Douglas Adams’ Hitchhikers' Guide 
to the Galaxy site 

www,douglasadams.com/creations/i 

nfocomjava.htm! 

FreeArcade.com's Scott Adams 
page 

www.javaarcade.com/Zplet.jav/Scot 
tadams.html 
The HTML-TADS site 
www.tela.bc.ca/tela/html-tads 
The Interactive Fiction Archive 
ftp://ftp.gmd.de/if-archive or 
http://www.ifarchive.org (the HTML 
mirror site) 

Leisa ReFaio's Interactive 
Fiction site 

www.geocities.com/Heartland/959 

O/interactive.htm 

PaimPitot Entertainment Zone 
Interactive Games Area 

www.fortunecity.com/underworld/rp 

g/22/ 

Pilot-Frotz Download Page 

geocities.com/SiliconValley/Way/23 

67/down!oad.htm 

RedGrendel Project 

www.redgrendel.com 

SPAG site 

www.sparkynet.com/spag 

The TADS Page 

www.teia.bc.ca/tela/tads 

WinFrotz home page 

www.cris.com/--Twist/WinFfOtz 

XYZZY News 

www.xyzzynews.com 

ZIP for the PalmPilot 

WWW, palmglyph.com/zip.html 


1. THIEF2fan 
missions 

2. MOTOCROSS 
MADNESS 2 

3. TONY HAWK’S 
PRO SKATER for 
the Dreamcast 

4. WARIO LAND 3 on , 
the Game Boy Color I 

5. The Perfect Storm I 
by Sebastian lunger F 


^^ Ppr7MBER 2000 ■ c;w. ganieiiiiil.com 


COMPOTER 6IIMIN6 WORLD 







When terrorists secured the compound, Alpha Team 
mobilized on their favorite server. 


Agent z instant-messaged his teammates 

with a ballsy scheme to 90 through the window. 


Twenty minutes of breaking glass and shattering 
limbs ensued. 


Afterward, they regrouped on tiie chat Channel. 


"Next time, you guys be the terrorists!" 


www.zdnet.e0m/game5py 






INSIDE GAMING 


inside 


Bring It On, Online! 


Madden 2001 sets the tone for online franchise play 


I f EA Sports' plans for MADDEN 2001 are 
any indicator, this could be a break- 
through year for online PC sports 
games. Whereas 3D-shootets have been 
there for ages, the past few years have seen 
few sports games— MADDEN and HIGH HEAT 
are the only ones that come to mind— push 
into the realm of Internet play. The underly- 
nig reason was a combination of technical 
and ideological shortcomings. To find and 
engage a human opponent in a one-on-one 
contest was awkward, and you traded off 
latency and season play. To many sports 
gamers, online play just didji’t seem worth 
the effort. 

But the future of sports games lies online, 
despite the technological barriers. "Career 
and season modes are fun, but they lack 
sometliing playing against a computer oppo- 
nent, " argues Mark Dickenson, Executive 
Director at 3DO (HIGH HEAT 2001). Indeed. 
Evidence of this becomes obvious just walk- 
ing around the HIGH HEAT-obsessed 
Computer Gaming World offices— the office 
custom league is the primary culprit. 

EA Sports plans on 


1. DARK REIGN 2 


3. DIABLO 2 


4. Gig: 

Americans Talk 
About Their Jobs 
at the Turn of 
the Millennium by 
John Bowe 


aggressively pursu- 
ing online season 
play in MADDEN 2001 
with improved net- 
working code and, 
more importantly, an 
improved 
Madden 
lobby 


and an innovative Franchise play mode. 
Here, gamers will be able to engage in a 
real-time draft and real-time free agent 
signings over the course of several seasons. 
"It will work like NHL 2000’s commissioner 
mode, " explains Steve Chaing, Executive 
Producer of MADDEN 2001. "Certain games 
will have to be played by a certain date, so 
you’ll have to make plans with your oppo- 
nent to get online and play." 

Of course, Chaing cautiously notes, "It's 
tricky because you have to support the 
high-end and the low-end gamers. We'O 
probably have to patch the online version 
of MADDEN a few times as we go. " 

And that’s okay. The important part is 
just getting there in the first place. From 
here, it’s only a matter of time before we 
see four- and five-player matches, career 
modes that play out over multiple seasons, 
and hype and hoopla commensurate with 
real-life sporting events. 

Mark Dickenson couldn't agree more 
about how important league play is for 
sports games like HIGH Heat 2001. "The 
Internet is going to be one of the key fac- 
tors in bringing baseball games out of the 
hardcore and into the mainstream." 


THE BOVS (AND GIRIS) OF SUIVIMER 


5. MTV Music 
Generator 



High Heat 2001: 

The CGW League 

■ye 

1 H 


ear two of the CGW HIGH 
HEAT League is half over, and 
some familiar names sit atop the 
standings. Robert Coffey’s 
Yankees amassed a 17-game 
winning streak before a major 
upset at the hands of Jeff 
Green's scrappy Oakland A’s. 

Last year’s runner-up Chris 
Lombardi rode the backs of Pedro 
Martinez and John Smoltz to a gaudy 
23-3 record. At press time, last year’s 
champion George Jones was strug- 
gling to regain last season's form. But 
after a 4-2 split with the Yankees, 
the league is a little afraid that 
the vaunted Red Sox machine is 
waking up. Leading the league for 
MVP— the voluptuous horror that is 
Brian S. Giles. 



Flame of the Month 


One man's angry response to a 
highly contentious USENET news- 
group thread about the Top 10 PC 
football games of all time: 

“You’re a complete idiot, pal. I've 
been a columnist, editor, publisher, ^ 
and three*time best>seitlng author in 
this industry going back to 1985...My 
company has development credits on 
more than 10,000 entertainment prod- 
ucts going back to 1983. 1 also proba- 
bly get paid more for any single thing I 
write than you make in a month. I’ve 
been in this newsgroup on and off 
since it was first founded and on BBS 
groups of related types even before 
that, so put your genitals back in your 
pants, pick up your wounded ego and 
take construfl^ criticism in ^ide 
and mov^i^r^u hfve NO clue and 
I'm willing to bet th~at in 2 years, no 
one will even remember you. Best of 
luck in the fry cpok industry. Then 
again, that’s autcfhated now, so you 
might consider a new major.” 
www.gamespy.com/top10/football a.shtm 


. NCAA 99 

NCAA Gamebreaker 98 

Front Office Football 

Front Page Sports Football Pro 97 

Madden 2000 

Madden 93 (Genesis) 

Front Office Football 2 
TV Sports Football 
NFL 2K (for the Dreamcast) 

Tecmo Bowl (Nintendo) 


Inside Sports would like to humbly 
submit our list, which makes the fol- 
lowing revisions: 

10. Front Office Football 
9. TV Sports Football 
8. NFL GameBreaker 
7. Playmaker Football 
6. NFL Challenge 
5. Super Bowl Sunday 
4. Tecmo Bowl 
3. NFL2K 
2. Madden 

1. Front Page Sports Football 


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'TENCHU 2: BIRTH OF 
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one of 2 nliilas. You must 
avengo your nln|a master's 
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and against several differ- 
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Breathtaking air combat sequences 
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■ Jb b i. 

Microprose (Simulation) 
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Mindscape (Strategy) 


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COMPUTER GAMES: ROLEPLAYING 


COMPUTER GAMES: WAR I 


'DEUS EX’ in this thrilling roleplay- 
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Interplay (Roleplaying) 
Release: 9/00 
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the latest gadget. In fact. ZDNet was named "Best Overall Online Site” by the Computer 
Press Association. However technology touches your life, ZDNefs Reviews Channel 
has something for you. Because ZDNet is where technology takes you.'" 


02000 ZO Inc ZDNai, IMZDNatlogo.ar 


re Technology TaWs >1X1 ai 


ww\ 


et 


www.zdnet.com 


by Jeff Green 


What Hath I Wrought? 

My kid is a game addict. . .and who's laughing now? 

ill 


I urn off that computer game right now and 
get ready for school!!” There it is, folks: the 
A most depressing, awful thing that’s ever 
come out of my mouth. Including vomit. 

Let me start from the beginning. 

It was a weekday morning, and, as usual, my daugh- 
ter Sarah and I were running late. In the many months 
in which it had become my job to take her to school, we 
had been on time exactly twice. What can I say? You try 
getting a kid up and out in the morning. There’s a litany 
of rituals to perform — beginning with untying them and 
letting them out of the closet — as well as fighting the 
kid's natural inclination to not want to get up and go to 
school. And who can blame her? Not me. With all due 
respect to teachers everywhere — who have the world's 
hardest and most important job — I never developed a 
love for the institution myself. Not since that 
old bat Mrs. Leventhal. my first-grade 
teacher, busted my wooden airplane in half. 

Still, you know, the kid's gotta go to school. 

She has to suffer just like I did. That’s the 
way it works. That’s why I had a kid. 


thing sticky. But climbing the boxes was the answer to 
the puzzle— something I hadn’t figured out yet. 

Imagine my pride at that moment. Like Joe DiMaggio 
watching his son get his first base hit, or Louis XVI 
watching his son exploit his first peasants, it’s the kind 
of moment that dads live for. 

■■■ 

Still, though, I want my kid to be edjeecated. And for 
this to happen, I have to get her to school. And for that 
to happen, I have to get her up in the mornings. 

It's a weird thing, being a parent. Try as you might to 
avoid it, you will end up saying all the same lame 
things your parents said to you. Some people fall natu- 
rally into the role of the tyrant— like Mussolini or my 
father-in-law— but to many of us, it’s a drag to have to 
be the "bad guy" and lay down the law. 


When I last wrote about Sarah, she was in 
pre-school and was just starting to get into 
gaming. I wrote about how proud I was that 
she was becoming a gaming geek, and how 
important it was to her development. A 
couple years later. I'm starting to wonder 
what I was smoking at the time, and if my 
dealer might have any left (Jesse; Call me!). 

Actually, I'm still thrilled that she likes games, and 
I’m even more thrilled that she's getting good at them. 
As I’ve watched her plow through Humongous 
Entertainment’s fantastic adventure games— the 
PUTT-PUTT, FREDDI FISH, and SPY FOX series— I've 
witnessed her powers of reasoning kick in big-time. I’m 
not saying she got this all from computer games. No 
doubt much of it is just the natural genius imparted by 
my DNA. 

But there's also no question in my mind that the 
games have helped. Now, when she looks at a new 
puzzle, she doesn’t immediately assume the answer 
will come in two seconds. Now, she knows to think 
things out, to understand what the problem is first, and 
then to go about solving it logically. It’s a cool thing 
to watch. 

She's also started helping me out. Last week, I was 
fretting over MDK2, stuck on the end-boss puzzle of 
Level 6. Sarah watched me for a while, and then scrib- 
bled on a piece of paper; "Maby you shod get some- 
thing that is stiky like the spy gajit in Spy Fox to klim 
the boxis.” First of all, back off on the spelling errors, 
bub. She’s not even in first grade, and this is still more 
literate than half the letters we get in the CGW mail- 
box. Second, she was right. Not about finding some- 


Imagine my pride at that moment. 
Like Joe DiMaggio watching his son get 
his first base hit, or Louis XVI watching 
his son expioit his first peasants, it's the 
kind of moment that dads live for. (H 


I have spent my entire life trying to get away with 
playing games as much as possible, while fooling 
various authority figures who have attempted to thwart 
my efforts. Parents, teachers, bosses, even (at times, 

I admit) girlfriends: all servants of The Enemy, forcing 
me to divert my attention elsewhere when all I really 
wanted to do was get past the next boss, puzzle, or 
scenario. 

And now, here we are, on a school morning, and 
Sarah is utterly obsessed with PYJAMA SAM 3. 

She's near the end, she can feel it. But Dad won’t let 
her play. 

Get dressed. Brush your hair. Finish your cereal. No, 
you can’t play now. No, not even for a minute. We’re 
leaving. Get your shoes on. They’re upstairs? Go get 
’em. Hurry up. ...Hello! Let’s go! Don't make me come 
up there. What’re you— oh, man— turn off that compute: 
game right now and get ready for school! 

I'm so sorry, Sarah. Someday you’ll understand. You 
won't like it. But you’ll understand. 

And then you’ll do it to your kids. 

What Jeff doesn't realize is that Sarah finished PYJAMA 
SAM 3 at school that day, after sneaking the save game 
file onto a Zip disk. Email Big Daddy Green at 
jefLgreen@ziffdavis.com. KdYJ 


Computer Gaming World (ISSN 0744-6667) is published monthly by Ziff Davis Media. Inc., Z8 E. 2flth St., New Yoik, NY 10016. Subscription rale is S27.97 for a one-year subscription (12 
issues). Canada and all other countries add $16.00 for surface mail. Postmaster: Send address changes to Computer Gaming World, P.O. Box 57167, Boulder, CO 80326-7167. Canadian GST 
registration number is 865266033. Canada Post International Pub’s Mai! Product (Canada Distribution) Sales Agreement No. 105B649. Periodicals postage paid at New York. NY 1D016 and 
additional mailing offices. Printed in the U.S.A. 




my notebook 
comes with 
next-day on-site 
service, and this 
afternoon Til know 
Where that is. 




DELL " INSPIRON ' 3800 


Design and Affordability 

■ Intel’ Celeron'" Processor at 500MHz 

■ 12.1" SVGA TFT Active Matrix Display 

■ 32MB 100MHz SDRAM 

■ 4.8GB' Ultra ATA Hard Drive 

■ Modular 24X Max CD-ROM 

■ 2X AGP SMB ATI RAGE Mobility '"-Ml 3D' Video 

■ 53WHr Lithium Ion Battery with 
ExpressCharge” Technology 

■ MS' Works Suite 2000 ■ MS' Windows' 98, SE 
Contact us about MS' Windows' Me 

■ 1-Yr Limited Warranty' 

■ 1-Yr Next-Business-Oay On-site Service' 

<t I OOO E-VALUECODE 

^ I ^ 89083-800813 

DELL RECOMMENDED UPGRADE; 

■ 3-Yr Next-Busi ness-Day On-site Service', add $149 


Tell us Whiere you' are. Someone will come 
and fix your notebook. It’s that simple. 

Go ahead and ride like the wind. And don't forget to 
bring your notebook with you. Because wherever you 
end up in the 50 states, it's probably a place where a 
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the most out of your PC. Our award-winning service and 
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Celeron" 


DeLL4me9Com 

contact us today | 800.433.5882 | www.dell4me.com I D«4.L0 

Includes Windows 98, Second Edition — the home version of the world's favorite software. 






customize. 

[the system, the price, both.] 


From the parts to the price, you can customize a system to be as individual as you are. 
That's what Dell 4me"' is all about. Helping you get the most out of your PC. Or should 
we say your customized PC. Learn more at www.dell4me.com 


INTEL' PENTIUM' III PROCESSORS. Looking for pure processing power on your 
system? Now you can get up to IGHz of processing speed on Dimension'" desktops 
or up to 750MHz on Inspiron'" notebooks. Set your own speed. 


HARD DRIVES. New 45GB^ and 75GB® hard drives available on 
Dimension XPS B and 4100 Series desktops and 30GS'" hard drives 
on Inspiron notebooks. All with enough capacity to store loads 
of digital videos, still images, and MP3 files. 

AWARD-WINNING SERVICE. You've tailored your entire system 
from top to bottom. So why not do the same with your service? 
1-Yr Next-Business-Day At-Home Service' is included, as always. 
But now you can choose Premier 3-Yr At-Home Service' 
on Dimension desktops for just S99. 

SURFING THE WEB. Want a system that makes it easy 
to surf the Web? We'll hook you up with Dellnet'" 
internet Access, including 20MB of online backup’' 
for only $99 a year prepaid. Build a machine that 
surfs the way you want it to. 




DELL™ NOTEBOOKS: 


DELL" INSPIRON" 3800 


Design and Affordability 

■ Intel' Celeron'" Processor at 500MHz 

■ 12.1" SVGA TFT Active Matrix Display 

■ 32MB 100MHz SDRAM 

■ 4.8GB’ UltraATA Hard Drive 

■ Modular 24X Max CD-ROM 

■ 2X AGP SMB ATI RAGE Mobil!ty'"-M1 3D' Video 

■ 53WHr Lithium Ion Battery with 
ExpressCharge'" Technology 

■ Internal PCI V.90 56K Capable" FaxModem 

■ MS' Works Suite 2000 ■ MS' Windows’ 98, SE 
Contact us about MS’ Windows' Me 

■ 1-Yr Limited Warranty’ 

■ 1-Yr Next-Business-Day On-site Service' 

I AA.O E-VALUE code 
^ I 89084-800814a 

As low Bs S40/MO-. for 48 Mos.' 


DELL" INSPIRON" sooo 


Performance and Mobility 

■ Intel’ Pentium' III Processor at 650MHz 
Featuring Intel' SpeedStep'" Technology" 

■ 15" SuperXGA+ TFT Display 

■ 64MB 100MHz SDRAM 

■ 6GB’ UltraATA Hard Drive 

■ Modular 24X Max CD-ROM 

■ 2X AGP SMB ATI RAGE Mobility"'-P 30’ Video 

■ 52WHr Lithium Ion Battery 

■ Internal V.90 56K Capable" FaxModem 

■ MS' Works Suite 2000 ■ MS' Windows’ 98, SE 
Contact us about MS’ Windows’ Me 

■ 3-Yr Limited Warranty' 

■ 3-Yr Next-Business-Day On-site Service' 

<t OOOO E-VALUE CODE 

4).AX7 7 89084-800822h 

As low as 563/Mo., for 48 Mos.' 


DELL" INSPIRON" 7500 


Mobile Desktop 

■ Intel' Pentium' III Processor at 650MHz 
Featuring Intel' SpeedStep " Technology" 

■ 15.4" Super XGA TFT Display 

■ 96MB lOOMHz SDRAM 

■ 10GB’ Ultra ATA Hard Drive 

■ Removable Combo 32X Max CD-ROM 
and Floppy Drive 

■ 2X AGP SMB ATI RAGE Mobility "-P 3D’ Video 

■ 79WHr Lithium Ion Battery 

■ Internal V.90 56K Capable' FaxModem 

■ MS' Works Suite 2000 ■ MS' Windows’ 98, SE 
Contact us about MS’ Windows' Me 

■ 3-Yr Limited Warranty' 

■ 3-Yr Next-Business-Day On-site Service' 

<t0700 E-VALUE CODE 

^.^#77 89084-800827 

As low as S76/Mo,. (or 48 Mos. 







DELL DESKTOPS 


DELL" DIMENSION" L Series 


Affordable Desktop Solution 

■ Intel' Celeron " Processor at 566MHz 

■ 64M8 SDRAM ■ 7.5GB' Ultra ATA Hard Drive 

■ 15" {13.8" vis) E550 Monitor 

■ Intel' 3D‘ AGP Graphics 

■ 48XMax CD-ROM Drive 

■ SoundBlaster 64V PCI LC Sound Card 

■ PC Speakers 

■ V.90 56K Capable" PCI DataFax Modem 
for Windows' 

■ MS' Works Suite 2000 ■ MS' Windows' 98, SE 
Contact us about MS' Windows' Me 

■ 3-Yr Limited Warranty' ■ 1-YrAt-HomeService‘ 

<t 700 E-VALUECODE 

^ X 77 89084-500807 

As low as S22/MO., for 48 Mos." 


DELL" DIMENSION" L Series 


Affordable Desktop Solution 

■ Intel' Pentium' III Processor at 667MHz 

■ 64MB SDRAM ■ 7.5GB' Ultra ATA Hard Drive 

■ 15" (13.8" vis) E550 Monitor 

• Intel' 3D' AGP Graphics 

■ 48X Max CD-ROM Drive 

■ SoundBlaster 64V PCI LC Sound Card 

• PC Speakers 

■ V.90 56K Capable" PCI DataFax Modem 
for Windows® 

■ MS’ Works Suite 2000 ■ MS’ Windows’ 98, SE 
Contact us about MS' Windows’ Me 

■ 3-Yr Limited Warranty’ ■ 1-Yr At-Home Service* 

<t QOO E-VALUECODE 

^077 89084-500808 

As low as $25/Mo., for 48 Mos.” 


DELL" DIMENSION" 4100 Series 


Advanced Performance, Smart Value 

■ Intel’ Pentium’ III Processor at 800MHz 

■ 128MB SDRAM 3t133MHz 

■ 10GB’ Ultra ATA Hard Drive 

■ 17" (16.0" vis, .28dp) E770 Monitor 

■ 32MB NVIDIA TNT2 M64 4X AGP Graphics 

■ 48X Max CD-ROM Drive 

■ SB Live! Value Digital 

■ harman/kardon Speakers 

■ V.90 56K Capable" PCI Telephony Modem 
for Windows' 

■ MS' Works Suite 2000 ■ MS' Windows' 98, SE 
Contact us about MS' Windows’ Me 

■ 3-Yr Limited Warranty’ ■ 1-Yr Al-Home Service* 

& I AOO E-VALUE CODE 

^ I *r77 89084-500814S 

As low as S41/MO., for 48 Mos.” 


DELL" DIMENSION" XPSBSeries 


Cutting Edge Technology 

■ Intel' Pentium' III Processor at 933MHz 

■ 128MB RDRAM ■ 30GB" Ultra ATA Hard Drive 

■ 19“ (17.9" vis, .24 - .25AG) P991 FD 
Trinitron' Monitor 

■ NEW 32MB DDR NVIDIA GeForce2 GTS 
4X AGP Graphics 

■ 12X Max DVD-ROM Drive 

■ SB Live! Value Digital 

■ Altec Lansing’ ACS-340'" Speakers with 
Subwoofer 

■ V.90 56K Capable" PCI Telephony Modem 

■ MS’ Works Suite 2000 ■ MS' Windows' 98, SE 
Contact us about MS"' Windows’ Me 

■ 3-Yr Limited Warranty’ ■ 1-Yr At-Home Service* 

<t O coo E-VALUE CODE 

^,^J77 89084-500825S 

As low as S71/MO., for 48 Mos.' 


DELL UPGRADES: 


SOFTWARE & PERIPHERALS 


Printers; 

■ HP’ DeskJet" 952C - S249 after 

S50 HP' Mail-In Rebate (Reg. S299)” 

■ HP' DeskJet’ 932C, add S199 

■ Epson’ Stylus Color 740, add S99 
Scanners: 

■ HP' ScanJet’ 4200, add S149 

■ Epson' Perfection'" 610, add $129 

■ UMAX' 2100U,addS89 
Power Protection: 

■ Pro 8T2 SurgeArrest, add $39 

■ APC SurgeArrest Per 7, add $17,95 
Software: 

■ Ultimate Action Game 5-pack 
(Dimension'" only)'", add $99 

■ Home Reference 4-pack'", add $79 


SERVICES 


Internet Service: 

■ 1-Yr Dellnet'" Internet Access'" with 20MB 
of Online Backup”, add $99 

Service Upgrades: 

■ Dell'" Dimension " Premier 3-Yr At-Home 
Service* add $99 

■ Dell'" Inspiron'" 3800 Notebook 3-Yr Next- 
Business-Day On-silG Service*, add $149 

Payment Solutions; 

■ Dell'" Platinum Visa Card 

■ Dell"' 48-Month Purchase Plan” 

■ Dell" E-Check 

(automatic checking withdrawal) 



Pentium®/// 


Includes Windows 98, Second 
Edition — the home version of 
the world's favorite software. 

’'incUitles 150 hrs./moiith, [lius 
S1.50/iir. (or fraction) over 150 iioiirs, 
#800/8B8/877 access cfinrijetl S4.95/hr. 
extra. Exclurles taxes and telc|ihone 
cherries. Additionii! SI. 00/1ir. surcharge 
in HI and AK. ' Monthly payment 
based on 13.99Vo APR FOR QUALIFIED 
CUSTOMERS. OFFER VARIES BY 
CREDITWORTHINESS OF CUSTOMER 
AS DETERMINED BY LENDER. Taxes 
and shipping charges extra and 
vary. From Dell Financial Services 
L.P. or Americiiti Investment Bank, 
N.A. to U S. state residents (iiiclnriing 
D.C.) with approved credit. Availability 
may be limited in some states 
Priceb. soecificnirons, anO availahiiity 'nay 
ciiaiige williuut notice Taxe.s and 
cliarycs extra, and vary Catinot Do camhitied 
with other oflers or discounts U S only Offer 
valid lor Dell Home Systems Co only 'Fur a cooy 
of oir GnatanlEes or Limileil VViirratilics, write 
Dell USA L.P, Arm- VVarraniius, One Onll W.iy, 
Round Rocs, Texas 78682 'Ai-Hnme tir uii-situ 
service provided via ihird-piirty coiitraei with 
ciislonier Availahility viines. Tedinicnan will de 
dispaiclietl if tiuoessaty, fnlinwiny piiomt-ljased 
tioiitHoshooiint) To receive Next-Biismcss-Day 
service, Doll must notify the service providei 
tiefors Spin (cii.siomoi's tmiel Otlier coridilions 
apply. For Hard drives, G8 inenns 1 liilimn dyles, 
accessible capBCity vanes With npeiatina envi- 
ronment Download spoeds limited to 53Kbps 
Upload siieeds aie less labnui 30Kbps) suit vu'y 
by modem rnanulaclnrcr iiiid online ctjiidilioris 
Analog phone Ime and compatible server 
required. -Oni'iie backup s'ltvcos provirfed hy 
: r rd-paiv, agreemerii with the customer Limited 
r.) 20MB ol storage, .idHihuiiai space available al 
additional charge Dell is not le.'.ptnisible far lust 
data. So'tware, packaging ru dociiineniaiian 
Pilfer from retail versions 'The processor may 
bo reduced to a lower oporaimy speed when 
operating on baiiurv povAir Fui rebate Jetiiils 
,ind coupons, rail 800-728-9665 loi HP and 
800-277-6I87 fnr Epson Intel, the Intr.-I Insirfi: logo, 
and Pentium are registered Irarteinarks, artd 
Intel SpeedStep and Cainron am liedamaiits 
ol Intel Ciirperation MS, Microsuh, and Windows 
me registered iradeniaiks of Mierosoh Corpoiation 
HP am! DeskJet are registered itarteiiiuiks 
of Hewlett-Packard Corporation Trniition is 
a registered iraflumark ol Sony Ciirporiilmn 
''72000 Deli Computer Corporation All rights reserved 


iKgiL 4 me»com 

contact us today 800 . 433.5882 www, dell4me.com 











a dell pc. 
an inter pentium’ III 

processor, 
an $ 899 price tag. 

[will the advantages of buying direct never cease?] 



Presenting a very affordable, very powerful 
Dell™ Dimension™ L Series Desktop PC. 


DELL" DIMENSION ™ L Series 


Affordable Desktop Solution 

■ Intel' Pentium' 111 Processor at 667IVlHz 

■ 64MB SDRAM 

■ 7.5GB'' Ultra ATA Hard Drive 

■ 15" (13.8" vis) E550 Monitor 

■ Intel ' 3D^ AGP Graphics 

■ 48X Max CD-ROM Drive 

■ SoundBlaster 64V PCI LC Sound Card 

■ PC Speakers 

■ V.90 56K Capable" PCI DataFax Modem for Windows"' 

■ MS' Works Suite 2000 ■ MS" Windows" 98, SE 
Contact us about MS’ Windows" Me 

■ 3-Yr Limited Warranty" ■ 1-Yr At-Home Service' 

OOO E-VALUECODE 

^ Oy y 89082-500808 

DELL RECOMMENDED UPGRADE: 

■ Premier 3-Yr At-Home Service', add $99 


The idea is simple, cut out the middleman, give people a better 
deal. The proof is astonishing, a Dell'" Dimension™ loaded 
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Pentium®/// 


iK»LL4me9Com 


contact us today j 800.433.5882 | www.dell4me.com | D^LL^^COM' 

Includes Windows 98, Second Edition — the home version of the world's favorite software.